|
Changes
Jun 8, 2010 10:35:00 GMT -5
Post by Neros on Jun 8, 2010 10:35:00 GMT -5
Well, there is the +3CL Free Action advantage that anyone can choose already, so I think it's fine to leave it as-is. (I didn't like that Growth was Can't Improve By Lines by default, so I changed that, too). But it seems like a really good investment. This part will definitely need testing. Allot of things will need testing Any power that makes you nearly invulnerable needs a lot of caveats. What? Why? Then it would make it all uncool and stuff.. Being invulnerable to physical harm without any hocks attached is awesome and will give allot of opportunities to the story... Now for the GM response: "Totally agree with you there.." Why does that seem weird? Basically, in that case, you'd absorb fire, but you would have no defense against any other element. (And fire tends to be a fairly common force blast because it's fun to draw. ^__^) Imagen you pay for something and in a sense, actually make it worse (you make energy defense only work against fire.. Yes, you can absorb it, but ONLY fire..), then you get a discount because you bought it in the first place, having the seller pay YOU to buy it (Energy defense goes down to -1 instead).. Ofcourse, it seems abit like a fair price, but it also seems like allot of jumping from one option to the other to find the result.... Not sure what Im saying here....... The advantage of Immovability is that people can't throw you around. They can't push you off a cliff or into a fire with telekinesis, they can't pick you up and fly you high into the air and drop you or leave you on a rooftop somewhere, etc. But yeah, you're probably right that the cost should drop to +0. I tend to aim high with my costs as I feel buffs are better received than nerfs. (I used to play an MMORPG called Dofus, and its spiritual sequel, Wakfu, where the devs had the opposite approach: They would hand out too much power when making changes, then after people got used to it, they'd nerf them to an appropriate level. It always ticked everyone off.) Hehe, well, in my mind its better to start low and work upwards, than start high and start subtracting And I'm really unsure about the Charge thing, too. I wrote it on a whim, trying to deal with the inevitable situation of "I just put my head down and run through/over everyone - what happens?" I feel something should happen.. Yes, it's basically up to the GM to decide if a couple baddies are clumped too closely together. Again, all of my rules assume that the GM isn't out to be a dick to the players. When I run games, I try to think of myself as mostly neutral, with rule 0 in mind at all times. It shouldn't take much to keep from clumping up. When fighting someone like Juggernaut, though, I feel an important part of staying alive is having a better Initiative and keeping at least 1 stone in movement. That will effectively keep him from lining anyone up, though he'll still probably hit someone. An Unstoppable character will shine against hoards of mooks that just sit there and shoot in a big clump. (I'll post the Henchmen Modifier and Duplicate Self later..) And yes, it would apply to flight, too. It's probably easier to line up a charge when flying, since you cover more ground, but at +2 CL it's likely more expensive, too. Hehe, yea, it would work well for groups of henchmen Hmm.. How about making it an option to unstoppable? Maybe like this (bringing back abit of the old MURPG): "If a charge attack is declared, the attack gains 2xDamage if the opponent havn't placed stones into a movment based Action/Ability? (imagen the target is moving with the charge when placing stones into movement, instead of just standing stile.. He will still be trampled, but it will hurt less.... I gues....... -.-' ) But the charge through multiple targets..... I think its upto the GM... Can't see a rule for the players to say: "I get all the marauders to line up so that I can charge them.."
|
|
|
Changes
Jun 8, 2010 11:02:32 GMT -5
Post by takewithfood on Jun 8, 2010 11:02:32 GMT -5
You totally lost me there with the buy/sell metaphor. Dude, it's only two options. Not that complicated.
Energy Defense 5 becomes Absorb Fire 6:
Energy Defense - limited to fire -2 CL - absorb fire +1 CL
Whether that's better or worse is up to the player. While it sucks to not have any energy defense against, say, lightning or acid or cold, being able to stand in a fire and absorb free stones pretty much constantly would rock. Especially as a character who probably has other fire powers with, say, the "always causes collateral damage" disadvantage. (Buying Self-Contained Life Form: Doesn't Breathe would be a big help, too.)
I don't think that really makes sense to me. The idea I'm going for is explaining what happens when an unstoppable character tries to overrun several people. If someone playing Juggernaut runs down a hallway full of people, they should all get creamed, not just one person. It doesn't matter how much damage the first person in the way takes - everyone should get mowed down unless they have some method of getting out of the way entirely.
Of course its up to the GM. The player can't make calls like that, ever, unstoppable or not. When would you ever allow a player to dictate where opponents are?
As with any action, the player should explain what they're trying to accomplish and allocate stones. Based on that, and what's already been described as going in the fight, the GM decides who is where and who gets hit.
If, say, the marauders have just teleported in and they're all bunched up, maybe a bunch of them will get creamed (especially anyone with a slow initiative). If instead the fight has been going on for a long time and everyone is sorta mixed up in a big melee, the unstoppable character probably won't be able to line up more than one target without risking hitting allies in the process. If the GM is generous, s/he might let them hit two. It's very situational.
But never should a player say "Oh, these guys are all together and I hit them all."
~TWF
|
|
|
Changes
Jun 10, 2010 7:08:14 GMT -5
Post by Neros on Jun 10, 2010 7:08:14 GMT -5
You totally lost me there with the buy/sell metaphor. Dude, it's only two options. Not that complicated. Energy Defense 5 becomes Absorb Fire 6: Energy Defense - limited to fire -2 CL - absorb fire +1 CL Whether that's better or worse is up to the player. While it sucks to not have any energy defense against, say, lightning or acid or cold, being able to stand in a fire and absorb free stones pretty much constantly would rock. Especially as a character who probably has other fire powers with, say, the "always causes collateral damage" disadvantage. (Buying Self-Contained Life Form: Doesn't Breathe would be a big help, too.)
|
|
|
Changes
Jun 10, 2010 9:04:23 GMT -5
Post by takewithfood on Jun 10, 2010 9:04:23 GMT -5
But just to ask, can "limited scope" be applied to normal Energy Defense aswel without the Absorb option? Absolutely. I don't understand what you have against situations that are up to the GM. The GM is not a gigantic turd who is trying to ruin your day. (Well, hopefully s/he isn't! It does happen, though!) The GM is the guy that tells you which situations you're up against. When the GM decides there is a group of badguys you can mow down, you can mow them down (but having this option obviously has to cost you something). Would you not pay for a Force blast because the GM might decide there is a wall between you and your enemy? Would you not buy Close Combat because the GM might put your enemies up on a roof that you can't access? There are dozens of scenarios that might make any power utterly and completely useless. Unstoppable is no different. It is a tiny cost difference. Don't worry about it. ^__^ If Unstoppable as a whole is too expensive, I'll fix that. But the idea that an ability is worthless because it only works some of the time, and not whenever the player decides it does, is a weird one, in my opinion. ^__^ ~TWF
|
|
|
Changes
Jun 21, 2010 9:39:37 GMT -5
Post by takewithfood on Jun 21, 2010 9:39:37 GMT -5
New changes are up for:
Telekinesis Leaping rule Leaper Modifier Toughness (absorb kinetic energy)
~TWF
|
|
|
Changes
Jun 22, 2010 4:17:20 GMT -5
Post by Neros on Jun 22, 2010 4:17:20 GMT -5
Hehe, well I have had a GM which was turd.. Sometimes would lure us into selecting certain abilities/powers/feats/ect, which where rather cool, and never let us them.... Hurray for GM's discretion But I agree, we should try it to find out where we should place the power, but that dosn't mean we can't throw in suggestions Now for the 4 other changes: Telekinesis: Never had a problem with how it worked in the old system, except that you could buy an ability bonus for only +2, which is a huge discount compared to the normal +5.. Leaping Rules: So there are no different from the original leaping rules?.. I must say I have a problem with the old rules for jumping, since you would need tremendous amount of energy (and a huge Action Number or ability.. Or both) to be able to jump.. To jump, don't have my books right now, a distance of 6 on the row, you would need to place 12 stones into Strength or Acrobatics.. Even a unraged hulk can't jump that fare, and he has been known to leap hundred of miles (or so its stated certain places)... But then again, its not unlikely that he has the Leaping Modifier Leaper Modifier: Despite the 1/3 aspect of the modifier (which makes it abit unique), I really like this modifier Toughness: Absorb Kinetic Energy Well, this can't be that different from Absorb Energy.. Can it?
|
|
|
Changes
Jun 22, 2010 4:47:49 GMT -5
Post by takewithfood on Jun 22, 2010 4:47:49 GMT -5
Regarding leaping, with my 2.0 version stuff I originally followed the house rule for leaping, but I received a lot of complaints about it during play. And I had a lot of trouble defending the high energy cost. I think it's simpler and still works out okay this way. I miss the 1/3rd aspect thing it had going on, too, but alas. KISS rules. ^__^
Yeah, as you can see, the Absorb Kinetic Energy deal is the same as Absorb Energy. I have a player with this in my New Mutants game right now, actually, and it works out nicely. She also has an option where she absorbs 1/2 of any damage she causes with her own physical attacks, but I hesitate to toss that into these rules just yet. She is an utter beast in combat! As long as she keeps herself in the thick of things, she can afford to go all-out pretty much constantly without fear of exhausting herself. She is a sexy whirlwind of pain. lol
As for Telekinesis, I always grit my teeth when I see people buy a really high Int, and buy everything at a crap AN with an Int bonus: Telekinesis AN1, Telepathy, etc. Telekinesis is powerful enough as essentially a ranged Strength score. It doesn't need a cheap Ability bonus on top of it. I'd like to try this out, anyway.
~TWF
|
|
|
Changes
Jun 22, 2010 4:53:48 GMT -5
Post by takewithfood on Jun 22, 2010 4:53:48 GMT -5
Thanks so much for the feedback, again, by the way. ^___^
~TWF
|
|
|
Changes
Jun 22, 2010 6:48:11 GMT -5
Post by Neros on Jun 22, 2010 6:48:11 GMT -5
Regarding leaping, with my 2.0 version stuff I originally followed the house rule for leaping, but I received a lot of complaints about it during play. How can you get complaints about it being easier to jump? If I was a super-duper strong guy and wanted to leap but I hesitate to toss that into these rules just yet. Absorb Kinetic energy is always a huge adventage when it comes to Close Combat.. Especially if you can absorb it from you're own attacks XD She is a sexy whirlwind of Pain! Yaaay!! Get Ready for the Pain!! XD As for Telekinesis, I always grit my teeth when I see people buy a really high Int, and buy everything at a crap AN with an Int bonus: Telekinesis AN1, Telepathy, etc. Telekinesis is powerful enough as essentially a ranged Strength score. It doesn't need a cheap Ability bonus on top of it. I'd like to try this out Same here.. Had a couple players who bought a rather high Intelligence and then Telekinesis, Telepathy, ect.. With some powerful options, an a Intellince Bonus and a Low AN.. Annoying.. I thought about letting these Discount Ability bonus's Options, only help you beat Resistance and not Difficulty.. But not sure how that would work for combat since the "Difficulty" for harming someone is their defense..
|
|
|
Changes
Jun 22, 2010 7:50:25 GMT -5
Post by takewithfood on Jun 22, 2010 7:50:25 GMT -5
For Telekinesis, I used to typically rule that only your AN counted as the actual "strength" part, but then I couldn't really explain what the int bonus gave you. So, I'm comfortable giving out an Int bonus at a tiny discount and allowing total stones = strength. It also opens the Action up competitively for characters with low Int but a high AN (like Hellion).
As for the Leaping, I meant that I got complaints with the system I was using before, where Resistance was x2 Difficulty. That is a hella lot of resistance! It's back to Difficulty = Resistance. Big leaps are still relatively expensive, so it should be fine.
I'm working on a Modifier called "Power Up" and filling out arch2ngel's Transform Self. ^__^
~TWF
|
|
|
Changes
Jun 22, 2010 10:27:13 GMT -5
Post by takewithfood on Jun 22, 2010 10:27:13 GMT -5
Power-Up is, well, up. It is my new version of the old Rage modifier: streamlined, but also expanded to cover just about any sort of similar power increase.
Kelly, the same character in my New Mutants game who has the kinetic absorption, also has a Power-Up renamed "Accumulate Momentum", which increases her Strength and Agility so long as she keeps moving (running, flying, falling, etc, but she has also learned how to use her dance training to maintain her momentum without actual locomotion). As long as she keeps moving, she gets stronger and stronger and faster and faster. If you don't take her out soon, chances are that she'll take you out.
I've been dying to play a character that gets stronger the more he takes damage and/or the more pain he feels. In that case, a player could work out a situation with the GM where the Power-Up doesn't happen every round, but instead each time he takes damage. Obviously, you would need to buy a really big Durability, too.
I can also imagine a character who only powers up when he's feeling confident (triggers once they've done damage at least once, deactivates if they've taken damage themselves), or conversely only when they feel their life is really on the line (triggers if they're in way over their heads, or if an ally has fallen, deactivates once they regain the upper hand).
Should be fun. ^__^ I like rules that change the situation in mid-battle, and where the key to victory isn't always hitting hardest - sometimes its hitting smartest.
~TWF
|
|
|
Changes
Jun 22, 2010 12:55:34 GMT -5
Post by Dionon on Jun 22, 2010 12:55:34 GMT -5
On Powerup: Nicely done breaking Rage down into it's core components. Can you put in an option that instead of the effect immediately ending, it bleeds off at 1 point per panel?
IE: Bruiser the tank-like character has a Power Up of 10 with Limit Breaker and the option above... After 10 panels of combat he's at his maximum Power Up, but the stimuli needed ends, instead of just losing 10 to his strength (which is what he chose) he loses 1 Strength per panel until back to normal making it easier to get back to full next time his stimuli is present. I'd say this one is a +2 or +3 option personally....
|
|
|
Changes
Jun 22, 2010 13:05:44 GMT -5
Post by takewithfood on Jun 22, 2010 13:05:44 GMT -5
Oo, yeah, that's a good call. It's certainly worth a lot, but it seems like an inevitable conclusion to include it. ^__^ I'll need to think over the price a little, but I agree that either +2 or +3 sounds about right.
~TWF
|
|
|
Changes
Jun 22, 2010 13:17:15 GMT -5
Post by takewithfood on Jun 22, 2010 13:17:15 GMT -5
Can't believe I missed it this long, but I finally added the Henshin Modifier. It isn't a big deal - you basically just get a quick Free Action transformation into your costume. Only a few characters actually have this: Wonder Woman, for example. Super Man qualifies by virtue of insane speed. Power Rangers, Sailor Moon, He-Man and a ton of other weirdos also get it. Mostly helpful if you have the Secret Identity challenge.
EDIT: Note that this is only a costume change. It doesn't come with any actual powers! You can't look like a specific person (unless for some reason your costume change makes you always look like that person), you just look like not-you, or at least you in a costume. ^__^
~TWF
|
|
|
Changes
Jun 23, 2010 3:03:51 GMT -5
Post by Neros on Jun 23, 2010 3:03:51 GMT -5
As for the Leaping, I meant that I got complaints with the system I was using before, where Resistance was x2 Difficulty. That is a hella lot of resistance! It's back to Difficulty = Resistance. Big leaps are still relatively expensive, so it should be fine. Ups, sorry.. Thought there where complaints to how the house rules for leaping worked But I really like the Power Up idea.. I originally meant to make something similar for the Rage modifier since it could be aplied to so much more than just Strength, but I never got around to it But good call on the bleed of option Dionon.. I would say +2, because even though you have the potiential to get X extra to "insert Ability/Action", you won't start out with it and will have to "work" to get those extra points.. But as with everything els, we can test it.. I seem to remember someone saying that its best to make it expensive to begin with XP But I really like you're Henshin modifier.. I can imagen that theres allot of heroes who would want this Question: Wouldn't Venom have this? He might not be "Venomised" all the time, but as fare as I recal, he constantly have increased abilities, prescience and can shoot web even though he dosn't have his costume.. Not to mention his shapeshifting ability
|
|