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Post by Reemo on Sept 13, 2009 16:58:24 GMT -5
Completely different question:
Are all Unique weapons assumed to give free stones? Because i didn't see an option to add it in there. I was wondering if that's where the +1 that is automatically added to the unique weapon comes from.
Follow up question: If unique weapons are assumed to give free stones as an inherent part of the weapon is there a cost break for making the character pay for their stones. (Probably that +1)
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Post by takewithfood on Sept 13, 2009 17:24:17 GMT -5
Unique weapons don't have to have a bonus (bonus = free stones) but if you want a bonus, it costs Bonus +1 CL. This is explained in the Unique Weapons post in the Equipment thread. I had intended to write a section about "gear", which was a catch-all term for equipment that mimics an Action, but I never got around to finishing it. In theory, though, you can buy such equipment in the same way you'd buy a normal super powered Action: just pay the normal cost in stones, and say that it comes from "gear". Yes, sometimes heroes lose their gear, but sometimes they lose their mutant/mutagenic powers, too.. I'd say it happens about as often, really. If you want the stones to be provided for free, attach the Unlimited Power advantage (+4 CL). That's what I had in mind, mostly. The system might need some tweaking, though, depending on how it turns out in gameplay. Does that answer your questions? ~TWF
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Post by Reemo on Sept 13, 2009 17:44:22 GMT -5
Thanks, thats what i was looking for the explanation about the 'bonus' which was bolded and flashy...im blind its a challenge im trying to pay off.
So for Cap's shield in the example he doesn't need to add the 'Unlimited Power Advantage +4CL' to gain his 3 stones of bonus to his ranged or close combat.
I'm just not sure where the +4CL option is used.
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Post by Reemo on Sept 13, 2009 17:45:55 GMT -5
This what i'm working with one of my players to build:
Unique Weapon: Paralyzing Needler: +2 [CL 3] -Ranged Combat Weapon. -Range = 2 [-2CL] -Attack vs. Durability [+6CL] Total Cost = 6w
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Post by takewithfood on Sept 14, 2009 6:57:07 GMT -5
The needler looks exactly right. ^___^ In the example for Cap's shield, the bonus stones come from the General Pool. So, if Captain America puts 5 stones into Close Combat, he gets +3 free from his shield for a total of 8. The +4 CL "Unlimited Power" advantage is for Actions (or equipment that works like an Action). I made a sample Cyclops using Unlimited Power for his Optic Blast. Basically, he gets all his Optic Blast stones for free. ~TWF
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Post by Reemo on Sept 14, 2009 7:51:41 GMT -5
Thanks for the quick clarification.
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Post by takewithfood on Sept 14, 2009 8:37:53 GMT -5
NP! ^__^
~TWF
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Post by WildKnight on Nov 14, 2009 10:46:15 GMT -5
So umm... did we never work out Mastery of Magic for this system? I was just admiring the awesome simplicity of what we'd accomplished, and how few elements of the rules set make me want to punch someone in the groin. I was thinking "hey, why re-tread my own re-tread when I can just use 2.0?"
Then I realized theres nothing here on Magic. Am I on my own for that?
Also, what other elements am I going to have to work out on my own to get this setup complete?
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Post by Dullahan on Nov 14, 2009 13:47:48 GMT -5
Well, I proposed some rules(pretty much the RAW rules with a few modifications), some time ago, but nothing since then.
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Post by WildKnight on Nov 14, 2009 15:43:19 GMT -5
Hmm. Okay.
Well, I'm going to have to put something together I see. Grrrr.
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Post by Neros on Nov 14, 2009 16:04:49 GMT -5
We havn't given Magic a go yet.. But Im guessing we have plans for it at some point in the future
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Post by WildKnight on Nov 14, 2009 17:09:59 GMT -5
Thats alright, I'd probably end up working up my own version ultimately anyway... most people seem to find it much more overpowered than I do.
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Post by takewithfood on Nov 16, 2009 12:43:39 GMT -5
I have been tinkering with magic, but it's still in the very early phases. I'll try to find some time to post what I have. ^__^ The basic mechanic that I'm trying is built around a simple concept:
1) Most major effects are represented by Options. They include barriers, blasts, conjuring, charms, divination, transmogrification, curses/hexes, and summoning. I'm toying with the idea of including Illusions, Psychokinesis (aka telekinesis), and Teleportation as options that essentially mimic the Actions of the same name.
2) If you buy an Option you can use it to its full effect. But even if you haven't purchased a specific Option, you can attempt to use it at a heavy penalty: your effective Magic AN is halved (round down), and there is a good chance that you will suffer some kind of mishap (entirely at GM's discretion). Magic is a very fickle and dangerous plaything.
3) I'm also considering a Specialist discount that would bar you from choosing more than one Option.
4) Your Magic AN cannot exceed your Intelligence. Contemplating an Option that allows you to exceed this limit (for those who are unusually gifted - obviously such a gift should come at a price).
5) The biggest decision I'm facing is how stones are compared. I'm aiming for minimal to no defenses against magic, balanced by very low stones of effect. A 4 stone magic blast may not seem that dangerous.. unless you don't have ANY defenses against it at all.
~TWF
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Post by arch2ngel on Dec 25, 2009 6:50:32 GMT -5
Okay - I FINALLY read through all 15 pages (which I wanted to do before replying with my own questions - I know how annoying it can be for someone to re-ask the same question that others have already answered 500 times before...) So...my questions:
1) Did we not like "Accumulate Energy"? It was OFTEN used in the games I ran years ago, and I intend (if we're not scrapping it) to use with my own characters created for games here.
2) Overstrain: I saw that you guys scrapped this one, but I'm making a plea to bring it back: Yes, it CAN take out the big bad in one panel, but only if the GM wasn't paying attention to the fact that it was there. It's too easy to overcome. Make the big bad immune. (Or make his lackey or device have an immunity that shares it with the big bad. The good guys went charging in and attacked without finding out the situation? Oops!) Immunity to a single attack type is pretty cheap, after all! Or what if who they THOUGHT was the big bad isn't really? Now he's blown his best power on a lackey! Or the next invasion happens one week later - now he's taken out the big bad, but the NEXT big bad is waiting, and he doesn't have his primary power to attack the new one with! I dunno - I just think it's a valuable advantage that isn't THAT overpowering for an experienced GM to deal with (no more than some of the options available out there, anyway!)
3) Prescience: another one (modifier this time) that I'm asking to bring back. Is 2.0 intended to be for only online games? I've always felt it was the PERFECT ability for an inexperienced player. It gave them a chance to figure the game out without knocking them around too bad for it. Maybe keep it, but recommend to GMs of online games to restrict it's use to all but the most inexperienced player?
I've got more, but I need to head out for now...
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Post by arch2ngel on Dec 25, 2009 7:34:02 GMT -5
Wow. Sorry about the last post. Now that I read it over, it REALLY just sounds like a whine-fest (PLEASE bring back the stuff you got rid of that I liked! wah wah wah!) And I don't think I'm starting off any better with this one. /sigh/ I was wondering about the Energy Recovery ability - specifically protocol. I LOVED Energy Battery (that's the house rule from 1.0 that let you buy up your Recovery, right?) and generally spent the points to get my Recovery up to 2/3 of my character's full energy (so if I had 12 energy, I tried to get 8 recovered each panel). With 2.0, I was planning to try to get 15 energy (so buying it to a stat of 3) and then buy Energy Recovery at 9 or 10. Is this something that GMs would frown on? Or is that acceptable? Oh! And I didn't ask about Photographic Reflexes! I was wondering if it wouldn't just be easier to require that the person actually be present for fights (so no watching videos), and restricting them to 9 actions. Period. Even with Photographic Memory. The difference between visual memory and muscle memory. Oh, sure, you can remember just how they fought, but since you have to actually be present to get your muscles to pick up the memory, it doesn't work. So you were there with Captain America, and mimicked his fighting style. You can keep it as long as you want, but once you drop it for something else, you can't get it back until you're in his presence again... (I know that's not how it's written up in the original - nor how Taskmaster's works - but I'm pretty sure people would accept it, if the option is not being able to have it at all!) I was going to take a look at Transform Self to see if I could help out with it at all, too, but that'll have to be another post - gotta head out for Christmas type stuff, so I don't have time to post it, let alone think it up, right now!
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