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[Moved] Concern: The Double Damage Stunts and Deadly Strike/Blast Boosts

Posted: Sun 29 Mar 2026, 17:43
by Kaybe
As written, getting two successes on an attack roll, which is entirely possible if not easy by Pushing a roll with with high Fighting or Agility, allows you to use the Double Damage stunt to straight double the damage on a hit.

The problem is when you combine high base Slugfest, high Strike, and whatever other damage boosts you get ... and double *everything*, you can be in a situation where you can basically one shot even very tanky opponents since there's no way to double Protection or armor to defend against such a thing. Now obviously, not everyone will be this strong, but if the group is ever fighting something traditionally very strong like your average Viltrumite doing 5 to 7 base Slugfest damage every hit (I consider big shots like Omni-man and Conquest to be outliers, but god forbid PCs run into them), that's a 10 to 14 damage hit. If a character is on the edge of being broken, that's pretty much an automatic lethal hit.

Even more concerning is the Deadly Strike/Blast boost that allow you to land hard crits on two successes as it basically allows even high HP characters to take crippling or even lethal injuries each hit since crits injuries *always* scale up from previous ones.

Now perhaps it's not that big a concern since, in principle, people should try and Block/Dodge attacks, but there's plenty of situations where that's not possible, for example if you move and attack on your turn, leaving no actions left to defend before your next turn. Maybe it's that way by design?

I haven't had a chance to playtest with my group, but perhaps other folks can chime in on their own experiences here? As a GM, I want my players to stay alive to fight another day ... but at the same time, if my players are constantly double damaging or auto-critting every attack, I almost feel obligated to have Big Bads to do the same ... and then feel like ass because, woops, dead PC.

Moderator Action: Moved this topic to a more appropriate place (it was in Coriolis: TGD).

Re: [Moved] Concern: The Double Damage Stunts and Deadly Strike/Blast Boosts

Posted: Sun 29 Mar 2026, 21:13
by glowface
I guess it can happen, hard hitters hit hard. When dealing with such an opponent, it may be a wise tactic to keep that Quick Action for blocking.

Concern: The Double Damage Stunts and Deadly Strike/Blast Boosts

Posted: Mon 06 Apr 2026, 16:50
by FantasticMrRat
So I can only speak from my experience but I’ve run a handful of 4 hour long sessions of this game so far and I get the concern at first. I will say by looking at the characters provided as a good idea of the intended use of those powers in question (Strike + Deadly Strike), to me it seems clear that characters with Super Strength don’t need Strike. Viltrumites tend to have Strike and the Deadly Strike boost because of their iconic hand slice attack. Many other characters that are super strong like The Immortal who is pretty strong in this game don’t have the Strike power at all while Red Rush does have the Strike powers. Something else that can be said, Deadly Strike probably shouldn’t be used by player characters unless they’re not a hero. But my main advice would be to use Deadly Strike sparingly when making enemy NPCs and discourage heroic characters from using it. To me, it seems clear that it was made for bad guys. It does certainly allow characters like Omni Man who’re already super strong punch above their weight class though but it captures the brutal feel of Invincible really well.

Re: [Moved] Concern: The Double Damage Stunts and Deadly Strike/Blast Boosts

Posted: Fri 10 Apr 2026, 02:48
by Hobbitstomper
Not sure where else to post this, I'm in the open beta and for the most part it feels great the only thing I'm really struggling with is the fact we are limited in our traversal of the environment in the air we are superheros but some how even 30 feet in the air we can't land further than a couple steps from the opponent well within striking range and with limited ability to counter, we have options like adam eve that excel in the mid range but you cant always effectively regain that range once you've been hit or launched having a little more distance to how far we can travel while I'm the air also gives us the breathing room to be able to block any rush downs the opponent attempts or even give you that critical space to start your own combo. I'm not saying I need to be able to fall to the other side of the map but I should have more control than 2 steps left or right of my opponent