Post by takewithfood on Aug 20, 2012 13:33:55 GMT -5
Oh, I've since taken out Heave Heavy Objects for exactly that reason. It's just too prohibitive.
The original intent behind Heavy Heavy Objects was this, however:
1. There is a difference between picking up something heavy and throwing it a certain distance, and picking up a heavy object and throwing it accurately. If you watch the Olympics, even the world's top track and field stars can't always accurately place a shot put, a hammer, a discus, or a javelin, all objects designed for throwing. I figure something as awkward as a car or a park bench or a rhinocerous requires a certain amount of training and expertise to pull off. lol
2. It's also a matter of balance, as Ranged Combat is already a very powerful Action, and Strength is already a very useful Ability. Being able to combine them by default felt like too much of a built-in advantage for strong-guy characters. I wanted that sort of strength to be possible, yet appropriately expensive. Otherwise, people who bought high Strength and a Force Blast instead of Ranged Combat don't feel left out.
But I eventually said "screw it" and just lumped it in by default, mostly because of KISS. It's hasn't been a problem yet, but as I said, I'm still playtesting this stuff.
Post by ultron2099 on Aug 20, 2012 18:44:20 GMT -5
And it completely should be chucked, scrubbed from the MURPG 2.0 rules listed above. using the chart system slider i cooked up, (didn't know you had posted anything elsewhere at the time) DMs can just make targeting penalties for, as i said, non conventional artillery