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I have several friends who NEVER make breakaway rolls. I am never usually the type to use tie up pieces specifically for that purpose, but there are many times when I would rather tie my opponent up if anything else than to keep him from making ranged attacks. I can always count on one guy to NEVER break away and yet he always goes for it.
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Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
I don't try to break away any more. After I failed a critical breakaway after two Probability Control rerolls followed by two theme team rerolls (with straight 50/50 odds, by the way. No Plasticity) at the end of a long streak of unlikely failures I made a mental note that in the future it'd be more worth my action to just stand and punch. Even a longshot critical hit is better odds for me than trying a regular breakaway.
Quote : Originally Posted by Haven13
If I was the kinda guy who put things like this in his sig, I'd put these things in my sig.
Nope, I think its not so 50/50. I like to have Prob so I can yet again miss it. Its more fun to miss it twice. Especially when usually Breakaway rolls need to happen at some point.
I have horrid break away rolls- usually about 25%, so like many I prefer to stay and fight if possible. Even giants and Plasticity characters tend to fail break away for me.
On the other hand, I hit Super Senses about 50% of the time, so it evens out. Except for playing online where you roll your opponent's Super Senses for them...then it doubly sucks!
Christ did not come to condemn the world, but to save it.
In the Maryland Mega-Game 7 tournament I was playing in yesterday, I did something I rarely do -- I tried TWO break-away rolls with a R Supergirl, trying to get away from E Question so I could go attack someone else.
On the first roll, I missed. No surprise.
On the second roll, I succeeded -- the heavens parted and a host of gossamer-gowned angels descended, singing -- so I grabbed an object and Charged my opponent's Vet Alan Scott Green Lantern... and missed my attack.
At the end of my turn I usually evaluate the board for the rolls that I will most likely want to use my off-turn PC on. Priority usually goes something like this.
I would like to add to this post to derail it a little but still add to the numbers discussion.
There is supposed to be a 50/50 for break away rolls but there are times when the amount of time the rolls are hindered in some way.
For example Super Senses (SS)
When I use SS I seem to do well and can usually make it 75% of the time despite worse odds. Then I also remembered that for all the times that I make it, the few times that I do not make the roll it pretty much meant that the character was KOd. Sure I can make the SS roll with my Phalanx Soldier 3 times out of 4, but that 4th time meant that it died. This is common as a lot of figures have SS in the middle/end of the dial, or just start off with it.
I am willing to bet that a lot of these times when you want to roll breakaway the consequence of not making it is the quick KO of your figure. That tends to skew the results.
Quote : Originally Posted by DestructoBoy
This. This is me so hard.
New thread opened with current sets The Mighty Thor, Harley, 2017 Con Exlcusives
I would like to add to this post to derail it a little but still add to the numbers discussion.
There is supposed to be a 50/50 for break away rolls but there are times when the amount of time the rolls are hindered in some way.
For example Super Senses (SS)
When I use SS I seem to do well and can usually make it 75% of the time despite worse odds. Then I also remembered that for all the times that I make it, the few times that I do not make the roll it pretty much meant that the character was KOd. Sure I can make the SS roll with my Phalanx Soldier 3 times out of 4, but that 4th time meant that it died. This is common as a lot of figures have SS in the middle/end of the dial, or just start off with it.
I am willing to bet that a lot of these times when you want to roll breakaway the consequence of not making it is the quick KO of your figure. That tends to skew the results.
I had not before considered applying the principal to breakaway rolls. That is, that each success can possibly generate an additional success and a failure generates no such thing.
I actually believe that it is the opposite. I believe that a failed breakaway is more likely to generate another future breakaway roll than a successful breakaway.
If I fail a breakaway, sure I might be KOed but if I am not, I'm likely to try it again. However, if I successfully break away, it is likely that it was to some benefit to me that should eliminate the need to attempt a future breakaway. So in the same way that a successful SS roll means you will get another SS roll when the character is attacked again, I believe that a failed breakaway roll means that you will likely try again on a later turn. By this reasoning, I believe that the average player's breakaway success should be less than 50%.
"It is not the same thing. It's just you stubbornly not wanting to be wrong."-clameire
The most arrogant think their view is the only normal one.