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Questions about Crowd Control

2 posts · 172 views · started 2019-01-08 07:20 UTC
LD
Lucifer_Domine
2019-01-08 07:20 UTC
#1

Just from the Starter Kit, I don't see anything about traditional "Crowd Control" from comics/RPGs/MMOs in the SC RPG and I'm curious how it might be handled....

I did see in the live stream there is a Charm ability (that appears unbreakable - but it was a Red Zone ability) but I am mainly curious about how non-ability attempts at crowd control would be handled (such as barricading a door - either traditionally or with powers such as Ice or Telekinesis - to keep minions from swarming through or lifing an opponent off the ground so they can't run to get reinforcements). I expect some situations (such as an alarm panel in a base to call for reinforcements) would be handled in the scene creation as specific challenges (and once that challenge is Overcome, it would be neutralized) but this mainly occurred to me from watching the live stream when one of the minions starting running for help that there's not really much in the rules to handle that.

The Boost/Hinder section gives an example of "Grabbing the edge of a blast door and pushing with all of your might, closing yout foe behind it" as a Hinder, but doesn't really make sense to me since Hinder just creates a penalty... that would mean that opponent suffers a -1 to -4 but I fail to see how that corresponds to actions that don't require die rolls (like going through a doorway) and if doing a Hinder ALSO creates an obstacle the opponent must Overcome (they must now open the blast door before they can interact with the heroes), that would seem to me to be more of a risky action than a default effect of Hinder as a lowly -1 doesn't really seem to correspond to being unable to attack the heroes anymore.

If you wanted to do something along the lines of immobilizing or neutralizing an opponent or preventing them from doing something where a mere penalty wouldn't make sense, I expect that would be some form of Overcome (you attempt to barricade a door or immobilize an opponent with Ice); however, there would need to be a way for the opponent to get out of the situation created, so they should be able to do an Overcome on their turn to remove the obstacle. Now here's the problem: since even a 1 is a success (with a major twist), that means even the lowliest minion could break any attempt at crowd control on their turn (a twist does not negate success, it just adds a complication) and that could create a situation where Legacy attempts to hold a door closed with all his might and little D4 minion pushes it open....

Have these situations come up in playtesting and how were they addressed?

PL
PlatinumWarlock
2019-01-08 14:00 UTC
#2

I agree that most of the "crowd control" type things fall under the umbrella of Overcome; I've almost started reading the word of "Overcome" as "Interact", given that it's how you accomplish everything from investigation to knowing things to manipulating items.  The description of holding a door with Boost/Hinder does seem to be a bit odd here, considering the relative binary relationship of "Go through the door / Can't get through the door".  That said, the Hinder might apply to what's effectively an opposed test:  Legacy's result applies a Hinder to the minion's ensuing Overcome to get through the door.

However, given the Legacy/minion example that you're describing, while failure is certainly possible, it's pretty highly unlikely.

Consider:  Legacy is going to get to roll 3 dice for his attempt to hold a door closed.  For argument's sake, let's say his dice pool is d10, d8, d6.  And, for argument's sake, let's say that minion is a d4 Omnitron Drone.  This equates to a 3.9% chance for that minion to beat Legacy's roll, assuming that the minion rolled a 4.  If the minion rolls anything less (a 3 or 2, in this example), that chance drops significantly.  On a roll of 1, the minion's chance of success falls to 1 in 480.  So yes, it can happen, but the significant likelihood is that it won't.

And, to me, that makes sense.  If Legacy rolls a 2, and the minion rolls a 4, maybe it's simply a matter of squeezing through a crack at the bottom, or the door splintering across Legacy's mighty thews.  No plan ever survives contact with the enemy, after all...