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Post by UrbanBlue on Feb 5, 2009 23:32:16 GMT -5
Invention: Mak it clearer.
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Post by takewithfood on Feb 5, 2009 23:38:10 GMT -5
That was the big one on my mind. ^__^ I would still like to work on a rehaul for that based around more temporary gadgets. But I'm getting ahead of myself..
Updated!
~TWF
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Post by Neros on Feb 6, 2009 3:10:11 GMT -5
Dosen't the house rule guide have fixes for some of Actions/Modifiers/Rules?
So far, i agree with most of the complaints..
Power Armors Why: They gain so much for so little.. Sure, you have to pay for the "driver" aswell, but still..
Wealth Why: Sometimes, all you need is a wealth modifier, and you can get it.. Want weapons? Just get a wealth modifier.. So main point is badly explained..
Vehicle Creation Why: There is no rules at all for creating a vehicle.. You could get wealth and then thats fixed, but if you wan't something special, there is no rules for it..
Better Balance between Modifiers Why: Theres a great difference in various modifiers.. For example, one who combines with a single Action seems to cost around +4 (claws, targeting), and another which combines with Allot costs +5 (phycocentric power template)..
Area Effect Why: well, its either to powerful or useless.. Its not that practical having a force blast with area effect since you will be doing allot of colleteral damage but its still rather expensive..
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Post by Jet on Feb 6, 2009 5:22:23 GMT -5
Area effect needs a lot of work, that I can agree with.
Problem: Concentration and Biocomputing (Iron Will to lesser extent) Why: Both have the same problem- people are confused as to what they are used for and what is the difference between them. Could use some better explanation.
Problem: Metamorphosis Why: Either gamerbreaking or totally useless but in a totally different way then it was intended.
Problem: Transform Self Why: Where do I begin? Vague description and cost problems. Basically, I wont use this unless GM agrees with some sort of House Rules.
Problem: Photographic Reflexes Why: The idea is great, but the way it works is just... weird. Needs more explanation and more details, or else it'll have gamebreaking potential just like Copy Power.
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Post by takewithfood on Feb 6, 2009 8:54:44 GMT -5
I have to step out, but I intend to put up a similar thread about Advantages and Disadvantages, and maybe later one about Challenges.
You're right that we've house-ruled a lot of these actions and modifiers, but it would be good to go over them all again, especially since some of the groundwork mechanics (energy regeneration, for example) is changing.
I'll also add these new problems to the hit list when I have a moment. ^__^ Thanks for the input, guys!
~TWF
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Post by takewithfood on Feb 6, 2009 12:09:13 GMT -5
Updated again. Neros, some of the things you mentioned are good points, but they aren't really Actions or Modifiers. Save those ideas for a later date and hopefully we can focus on them.
As for your mention of balance issues for modifiers, are there any specifically that seem out of whack?
Also, I'm going to put up a thread for brainstorming about Advantages and Disadvantages.
~TWF
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Post by Neros on Feb 6, 2009 13:37:35 GMT -5
Ups... Thats true.. I'll save them for the other thread when we are ready for it Im mostly comparing things to phycocentric power template which can add its modifier to.. What, around 6 actions and let you interact directly with a computer.. And thats for a +5 Other Modifiers which can combine with a single Action costs around +4.. Thats a single cost level from "combining with allot of Actions" to "combining with a single" But dident you want to wait to discuss them until we are done making the list?.... Or are we done?...
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Post by de5pa1r on Feb 6, 2009 13:42:01 GMT -5
Does anyone else agree that transform self sucks? It's not an Action, but I'd say that it's pretty overpriced. Plus there's no way to pay for a disadvantage like takes extra time to prepare or power out of control without device.
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Post by takewithfood on Feb 6, 2009 13:46:30 GMT -5
Yeah, Transform Self is up on the list. It needs a total overhaul - which will probably mean it's own thread.
I still have some of my own to put up, but I'll wait.
~TWF
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Post by Neros on Feb 6, 2009 16:04:02 GMT -5
I think Transform Self is one of those powers we should wait to even look at until we atleast have a solid core system.. But we might be getting there..
Another couple of Actions that came to mind, Master of Magic (and its evil offspring) Why: Its badly written and gives (as far as i can see), good amount of power/flexibility at a low cost..
Ninja Why: Its rather cheap and you get allot in one package (which can be a drawback).. But Range and Close-Combat along with "two-weapon modifiers" or "Ability and Weapon Modifier" for just +5 seems rather broken to me..
Sonar Sense Why: I more or less love this power, but its mostly because its so useful and rather cheap.. Percieve outlines/shapes at a range of 100' per Modifier #? Thats hell of a range..
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Post by takewithfood on Feb 6, 2009 16:09:07 GMT -5
Ninja is on the list already. And I think Magic probably needs its own thread some day. I still to this day do not really understand how magic works. I don't even know what "1 panel of preparation" means in practice. lol I suck at magic.
~TWF
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Post by Jet on Feb 6, 2009 16:22:39 GMT -5
Got two more
Problem: Healing Factors (all of them) Why: Why is healing also accompanied by more red stones per panel? I understand that from logical point, but most players take it ONLY for more energy, which is stupid. Maybe fixing the energy regeneration problem will fix Healing Factors too, but Its still worth mentioning.
Problem: Transform self by touch Why: Too vague description and example that doesnt tell us anything. GM should do all the work here, but how about some more hints for GM's?
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Post by takewithfood on Feb 6, 2009 16:35:12 GMT -5
Okay, here's my list (or what's left of it since you guys have named over half of them already):
x2 Natural Healing Rate Why: It's only explained as a house rule, but let's just get rid of it for good. Will hardly ever be useful. Most teams have healers, and even those that don't, most GMs just handwave healing between issues.
Healing, Medical Why: Medical healing should take a lot of time - much more than 1 panel in most circumstances.
Manipulate Body Density Why: Simply sucks. Overpriced, has an upkeep, gives so little.
Phase Shift Why: Just need to clarify how movement works.
Psi-Weapon Why: Worth discussing cost balancing issues. Can be gratuitously broken when loaded with cheap disadvantages. Needs a guideline for how long it reasonably stays active.
Tongue/Tail Whip Why: I'd like to see an alternative mechanic for "use after stones revealed" that is more online-friendly. (See Prescience, below.)
Prescience Why: I'd like to see an alternative mechanic for "use after stones revealed" that is more online-friendly. (Also see Tail Whip, above.)
Flight Why: Limit of how much you can carry should be related to strength.
Psycho-Centric Power Template Why: I hate this thing to the core. Can it apply more than once in a panel? What actions are eligible for combination? Ugh I hate it.
Reconstitute Self Why: Horribly misleading text. Needs to be reconsidered and rebuilt, possibly split up into a gradient of options.
Targeting Why: Let's just clarify the text. Most of us agree how it should work, but for posterity. ^_^
I think that's it. I'll add those all up in a sec. Then I hope that's all of 'em!!
~TWF
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Post by takewithfood on Feb 8, 2009 0:54:58 GMT -5
SO! We have our work cut out for us! The list has 33 Actions and Modifiers on it, all of which we'd like to discuss. Oy.
I'll start connecting links from the Hit List (on the first page of this thread) to any threads that discuss those particular rules. For example, a thread about Healing Factors is in the works, so I'll include a link.
~TWF
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Post by takewithfood on Feb 11, 2009 10:50:14 GMT -5
I'm still providing links in the list on the first page as we gradually/steadily get to some of these issues. I decided to sticky this because it kept falling off the front page.
~TWF
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