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Post by Manah on Dec 20, 2010 12:44:03 GMT -5
Who said I approved of it?.... I merely stated to think of it as hilarious, as in "laughable", "funny", "ridiculous". When everybody is "badass", then "being badass" is "being ordinary", therefore no more fun. If they started making Superman act this way as well, I'd stop liking him.
Anyways, we're getting off-topic again. My bad, I guess.
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Post by ironfox on Dec 20, 2010 16:50:40 GMT -5
I allowed the action because I was pretty sure that it wouldn't bother Grundy much floating around in space. Although now that I think of it you're probably right WK. Supes didn't even decide to toss Doomsday into space like that and it REALLY wouldn't have bothered him any.
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Post by WildKnight on Dec 20, 2010 16:56:24 GMT -5
I allowed the action because I was pretty sure that it wouldn't bother Grundy much floating around in space. Although now that I think of it you're probably right WK. Supes didn't even decide to toss Doomsday into space like that and it REALLY wouldn't have bothered him any. Solomon Grundy is tough, but I don't think he's "pass through the Earth's atmosphere and not suffer a bit" tough. He doesn't need to breath, but that doesn't mean that the freezing cold of space won't be painful to him. There's a HUGE difference between being immortal and being immune to all kinds of suffering. Superman hurled Doomsday into space because there was no other appropriate way of dealing with him, and because Doomsday isn't bothered by the conditions of space. Given that Grundy can be (and frequently has been) held in a normal prison by non-powered human officials, I just don't see any justification for launching the guy into orbit. Besides, you'd think he would have learned his lesson about that one from the whole Hank Henshaw/Cyborg Superman incident. Putting your enemies in space for safekeeping is a terrible idea.
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Post by ironfox on Dec 20, 2010 18:04:41 GMT -5
Solomon Grundy is plot tough. That is, as tough as the plot needs him to be.
Grundy needs to be contained by normal people: DONE!
Grundy needs to pose a threat to the likes of Wonder Woman or Superman: DONE!
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Post by WildKnight on Dec 20, 2010 18:12:01 GMT -5
Solomon Grundy is plot tough. That is, as tough as the plot needs him to be. True, but this applies to literally everyone in comic books.
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Post by Black Sam on Dec 25, 2010 17:06:45 GMT -5
Hmm, I got the DC rpg for Christmas. Now I hafta read the thing...
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Post by Jet on Dec 25, 2010 21:43:10 GMT -5
Hmm, I got the DC rpg for Christmas. Now I hafta read the thing... Poor you
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Post by Black Sam on Dec 26, 2010 1:33:41 GMT -5
lol...It's not that I didn't want to read it, or that I'm not grateful for it, its just one more thing to resist when school starts back up...so many games, so little time...
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Post by Kaimontfendo on Jan 1, 2011 11:56:34 GMT -5
So, I'm having some problems with DC Adventures.
For starters, Understanding Damage. Well, I think I understand it well enough, but I when a defender starts taking penalties for failed damage resistance checks, that seems to me like it would quickly pile up and require a lot of number-checking. Is it really that bad? I mean, I guess you could just make tally marks to keep track of it, but still...?
Also, in unarmed combat, characters' damage is limited to their strength. (Although I suppose they could purchase additional damage if they desire.) The thing is, not everyone has much strength. Batman, for example, has a 4, which, if I'm understanding correctly, isn't enough to beat Toughness rolls most of the time, unless he uses Power Attack. Of course, with an attack bonus like his, he can afford to do that, but still...
And that's not even getting into some characters I'm hoping to build, trying to figure out how their powers work in this system.
So, any help out there?
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Post by WildKnight on Jan 1, 2011 12:49:45 GMT -5
You're running into many of the same basic problems I have with this system (and they've largely been around since M&M 1st Edition, and the fans and designers refuse to address them or even admit they're problematic).
In response to the damage thing, though... they're supposed to pile up quickly, thats the point. Battles are meant to be over quickly in this system. My primary problem with it is that because of the check penalties, it basically rules out the most common victory in all of comic books... the fourth quarter comeback.
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Post by pgholland on Jan 1, 2011 12:56:50 GMT -5
Yeah, I had those problems. DC is M&M system right- which is overly complex, 2nd edition was so dense I barely understood character generation, and they seemed to break every one of their rules anyway with the sample characters that they gave.
I've got to say, I just don't think anything based on M&M is a good system- it's trying to use D20 but not doing it well at all- far too complicated and number heavy.
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Post by WildKnight on Jan 1, 2011 14:12:34 GMT -5
I've got to say, I just don't think anything based on M&M is a good system- it's trying to use D20 but not doing it well at all- far too complicated and number heavy. This. Despite a few good ideas* M&M isn't going to be for everyone. On the other hand, it will probably appeal heavily to fans of Champions and Hero, who are used to obscene number crunching. * - I actually kind of like the notion of making saves against damage rather than having Hit Points, but M&M's version of doing this is Utter Fail. I think the hybridized "Condition Track & Hit Points" that Saga Edition Star Wars used is a little closer, but still executed poorly.
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Post by andyman on Jan 1, 2011 22:29:19 GMT -5
I got DC Adventures today with a 50% off coupon at Borders! I'm considerig playing a Daily Bugle adventure or two with these rules. I also have the old DC Heroes RPG from 1989 and may use that system for something too.
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Post by WildKnight on Jan 2, 2011 8:22:23 GMT -5
Y'know, DC Heroes/Blood of Heroes (the un-branded version that they came out with after they lost the DC license) was clunky, but I enjoyed it somehow anyway LOL
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