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Post by malice on Feb 19, 2009 11:21:44 GMT -5
Malice, I don't think we'd want to give characters license to shoot or hit people 4 times in a turn. Example: 4 Ranged Combat + 4 Targeting = 8; 8 x 4 = 24. Why don't we allow for Ability Modifiers? 7 Speed with +3 Speed Modifier means that most of the time you wouldn't have to invest stones into getting somewhere. A character who could do that would have to possess NO Movement ability or action, NO action that could shift stones to defense (so he took a "cannot allocate to defense" disadvantage on his Ranged Combat) and would also have no actions with a manipulation classification. Lol, go ahead and make him. I'll be sure to have some villains stumble into his hospital room where he lies as a quadripalegic with a gun aimed at the door that's activated by his thoughts. That way he doesn't feel useless for the issue. My suggestion is far from perfect, I meant it to be a concept suggestion anyway. That said, it apparently holds up against attempts to break it, lol.
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Post by Dionon on Feb 19, 2009 11:22:26 GMT -5
Another idea I had for more actions was a Modifier similar to the same function my Power Level modifier has...
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Post by malice on Feb 19, 2009 11:29:23 GMT -5
I don't, because it favors characters with multiple action types even further than they already are. Kinda yes. It also allows a character who is specialized to do what they're best at twice as often. I DO NOT want to defend the idea too much, I was just throwing it out there, didn't polish it much, and am not even sure how much I like it. However I would like criticisms aimed at it to either destroy it as a concept or refine it into something useful. Though it might not be a terrible idea to have a separate "movement" action set apart from the two actions per panel standard, on the caveat that stones spent there cannot be added to attacks or shifted to defense (not that they can't contribute to defense in the sense that the character who moves about can get behind cover or out of sight) So players get a move action and a standard action every panel? Heh, j/k
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Post by WildKnight on Feb 19, 2009 11:31:24 GMT -5
Nope, a movement action and TWO standard actions
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Post by malice on Feb 19, 2009 11:35:06 GMT -5
Nope, a movement action and TWO standard actions That rocks! Finally I can play a two-weapon fighter without needing 30 feats. Seriously though, when I first found out that putting stones into speed counted against your two actions per panel limit, I was absolutely horrified. I think making movement seperate could be one of the easier tweaks that improves the game a lot.
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Post by WildKnight on Feb 19, 2009 11:37:56 GMT -5
I ran it that way for the short time that I had a table top MURPG group, and we didn't run into any real problems. It did get hinky sometimes when the guy with speedster power armor (don't ask) would use speed to both run and add to his Close Combat, but we worked all that out.
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Post by takewithfood on Feb 19, 2009 11:39:50 GMT -5
I think I'm okay with movement being a separate Action (not counting against your normal limit of 2). The trouble is that characters may be routinely running 2+ city blocks away from a fight, though. That strikes me as a little silly.
Action 1: some stones of CC to punch somebody Action 2: some stones of Acrobatics for defense Movement: 1 stone into speed to run 2 blocks away and hide
That is only a character with Speed 2. Someone with Flight 2 could be 20 blocks away. I'm not saying that people are going to do this all the time (God I hope not) but then again I seem to be the only person around here who gives players any credit that they won't be douchebags just because they can. ^__^
~TWF
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Post by WildKnight on Feb 19, 2009 11:45:40 GMT -5
Yeah, but since everyone gets this advantage, what's to stop their attackers from doing the same and following?
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Post by malice on Feb 19, 2009 11:47:40 GMT -5
Easiest balancing mechanic of all: Give it to everyone
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Post by WildKnight on Feb 19, 2009 11:50:42 GMT -5
Exactly. Once people realize how little it works, they'll stop wasting the energy (Plus a ranged attacker can easily fire a blast 2 city blocks, most of the time). Don't get me wrong, there can be problems and I acknowledge that. I was the one who pointed out that Speedsters could be really problematic because they can hit and run waaaaaaaaay out of range of most enemies. But I also pointed out that of all the Speedsters I've dealt with, its only been a problem twice, and in both of those cases, it was something I could deal with by making them recognize the folly of being so far away from the rest of their team (its not like your enemies wouldn't catch on to the tactic, after all...)
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Post by takewithfood on Feb 19, 2009 11:52:01 GMT -5
Oh, I'm not saying it's unfair, I'm saying that fights are going to move in all sorts of directions at once. That's fine (hell, it's what happens in comic books) but I just wanted to point that out. We're going to see a lot of "I hit you, and then fly to Canada."
~TWF
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Post by WildKnight on Feb 19, 2009 11:52:41 GMT -5
No self respecting hero would fly to Canada *ducks*
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Post by malice on Feb 19, 2009 11:56:42 GMT -5
I actually really like the idea of combat gaining a lot of mobility. It just opens up more options that players can choose to take or leave.
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Post by takewithfood on Feb 19, 2009 12:11:25 GMT -5
No self respecting hero would fly to Canada *ducks* Hey! What about Vindicator!? ... Oh, wait, you said "self respecting". Yeah, I guess none then. I'm good with allowing movement as a free action, or at least testing it. It's the kind of thing that, if it turns out to be silly and broken, we'll know right away, and we can easily correct it. ~TWF
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Post by WildKnight on Feb 19, 2009 12:15:20 GMT -5
On the other hand, maybe you should be proud of living in a country that doesn't have so much !@#$%^ going on all the time that it needs thousands of super-powered beings to barely maintain some semblance of law & order.
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