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Post by Neros on Feb 12, 2009 16:58:50 GMT -5
Well, at the moment I like the mechanics of the shield..
Hmm.. Just had another thought in me little tired head while reading this.. How about: Strain/Sue Power (+1 to cost Level): If an attack exceeds the number of stones you've placed in your force field, you may sacrifice: 1) one-for-two worth of energy.. Example: The attack exceeds your shield by one, so you are allowed to strain your shield by sacrificing 2 extra energy stones.. These stones won't regenerate back for a number of panels equal to X.. 2) one-for-1 worth of energy Regeneration.. Example: The attack exceeds your shield by one, so you are allowed to strain your shield by sacrificing 1 of your regeneration "points".. This extra point of energy wont be recovered for the next X panels...
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Post by takewithfood on Feb 12, 2009 17:02:22 GMT -5
That seems a little too complicated, Neros. Neat ideas, but in the end it isn't that different than losing energy.
~TWF
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Post by WildKnight on Feb 12, 2009 18:10:50 GMT -5
Yeah... the system works just fine by considering it a -1 Disadvantage, where you get the 3rd free stone only by sacrificing from your energy pool (but only if needed), or half extra stones if you buy the "X2 option"
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Post by WildKnight on Feb 12, 2009 18:13:09 GMT -5
Also... I still have a concern that Force Fields will be massive overkill in the defense area. Am I the only one seeing this? It seems as if, with the limited stones we've designed the game to allow people to wield, that even a small Force Field AN (if used) will make a character damned near impossible to harm.
Maybe I'm missing something or maybe its my inherent bad-at-mathness...
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Post by takewithfood on Feb 12, 2009 18:16:41 GMT -5
WK, can you write up a sample character with a Force Field that you think is broken?
~TWF
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Post by WildKnight on Feb 12, 2009 18:19:31 GMT -5
Not really given we lack any semblance of a complete set of rules.
It just seems to me that our philosophy has been to cut down on the number of overall stones most characters can throw into a given Action.
A character with a Force Field of 6 or so, stacked with some Toughness, is going to be awfully hard to hit for most characters (14+ defense)
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Post by Dionon on Feb 12, 2009 18:21:28 GMT -5
Personally... that's why my system eliminates the x2 Defense thing, and puts a strain on the person using it....
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Post by WildKnight on Feb 12, 2009 18:23:44 GMT -5
But as TWF has pointed out... if it doesn't provide X2 defense, whats the purpose for buying it rather than just shifting any other Action to defense?
Other than the built in No AP, that is.
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Post by takewithfood on Feb 12, 2009 18:26:15 GMT -5
Built-in No AP sucks. If you shift stones from Acrobatics, they don't get penetrated by adamantium.
~TWF
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Post by WildKnight on Feb 12, 2009 18:27:52 GMT -5
Okay, so other than built-in No AP that sucks... ;D
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Post by Dionon on Feb 12, 2009 18:41:45 GMT -5
LOL!
You know what we should do... take this down another notch... Make ONLY generic powers and abilities and a SLEW of options to go with it..
Want Fireworks? Buy a Force Blast with Shaping, and Delay Want Force Fields? Buy Generic Defense, add Level 4 Material and name it Force Field Want Acrobatics? Buy Generic Movement Action, have it have an Agility Bonus (or str) and call it Acrobatics...
Simple, Functional, and Endlessly creative.
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Post by WildKnight on Feb 12, 2009 18:48:20 GMT -5
There are systems out there that work like that. GURPS Heroes is one. At first when you look through the book you might be tempted to think a lot of things aren't represented, but when you look at the list of improvements and limitations available for powers, its actually so customizable that you can mimic anything you've ever seen in the comics (assuming you have enough creation points or whatever they're called). The only problem with GURPS is that I'm not a fan of spending 20 hours to create a character who may not survive 10 minutes of game time.
So, my point is that that is one way to go, and in fact it makes the system easier to expand... BUT it has its limitations, too... one of which is a "generic" feel that many players won't be fond of.
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Post by Dionon on Feb 12, 2009 19:09:21 GMT -5
It was just a thought though... It would simplify our job.. All we'd have to do is list the completely Generic actions, and make up the additives and subtractives for ti.
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Post by WildKnight on Feb 12, 2009 19:46:35 GMT -5
Right, and I'm not saying its a bad idea. Limited rules, infinite customization is a great motto, if you can pull it off. I just think it might turn some players off. Since I'm not one of those players, I'm not personally inclined to care...
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Post by Dionon on Feb 12, 2009 19:52:49 GMT -5
lol
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