|
Post by Neros on Feb 5, 2007 17:10:01 GMT -5
Well if its feet, then it more than doubles at area/leaping #9... Cause the double off 1500 is 3000, which is 300 yards... And to get a mile, you need 1760 yards... So it takes a BIG jump at area 9 actually...
|
|
|
Post by dorkknight23 on Feb 5, 2007 18:17:11 GMT -5
I'm a fan of the Social Skill Refund Rule Stevie proposed, where all stones spent in Social Skills are refunded at the end of a panel. That means you still have to put in the effort to use Social Skills, but you can do so indefinitely.
|
|
|
Post by malice on Feb 5, 2007 18:47:34 GMT -5
I'm a fan of the Social Skill Refund Rule Stevie proposed, where all stones spent in Social Skills are refunded at the end of a panel. That means you still have to put in the effort to use Social Skills, but you can do so indefinitely. I like that one too. The only long-term "exhausting" social engagements will take enough time for the GM to just say "You're all getting pretty tired and the coffee wore off awhile ago, you agree to pick it up in the morning." That is of course assuming you're not using sleep-deprivation as a tool for an interrogation.
|
|
|
Post by malice on Feb 5, 2007 18:54:11 GMT -5
It would be nice to see the Spider-Man guide in use, just for pride's sake... Several of the oft confused issues I am familiar with (and perhaps had forgotten, but some I'm curious about) -Area Affect - How is the range calculated? -Some telepathy options - Which ones? -Magic... anything magic - The book seemed pretty open, I believe it actually says "Whatever the GM wants" -Accumulate Energy Funny story about Accumulate Energy... before we firgured it out, my friends made a custom action involving AE called "Not Today Galactus" and they simply sat on it for games on end in case Galactus came to Earth to devour it they could let out a mighty 200 stone attack to fend him off. It was funny, at least... Telepathy options like inflict pain, psychometry, and swapping bodies have seen some debate. There's no pricing or rules for edit memories because they forgot to include it in the "new options" section. Furthermore maintaining control over someone isn't entirely consistent with characters in the comic books "fighting it off over time". "Not today Galactus" is funny.
|
|
|
Post by thanos on Feb 5, 2007 20:18:55 GMT -5
Well if its feet, then it more than doubles at area/leaping #9... Cause the double off 1500 is 3000, which is 300 yards... And to get a mile, you need 1760 yards... So it takes a BIG jump at area 9 actually... Metric uses base 10, American doesn't. 3 ft = 1 yard. 5280ft or 1760 yards is 1 mile. I would also hope that there are larger and larger jumps in range/area as the number goes up. Double seemed nice, but I wish it would have started doing more than that at 7 vs 9.
|
|
|
Post by malice on Feb 7, 2007 15:31:31 GMT -5
For Marvelverse: Except in extreme cases I discourage unbreakable adherance to principle #5. Low stoners need advantages if they're to fight alongside heavy hitters against heavy hitting opponents. All I'm sayin is be flexible on it, it's still a good principle imo or I'd remove it.
|
|
|
Post by Pope Mega Force on Feb 8, 2007 18:58:10 GMT -5
Just a thought, something that always made me angry is that someone with normal damage can do as much as someone with 3x damage. Example. 1 stone gets through defense. It does 1 white stone of damage whether you have 3x damage or not. I personally think we should house rule things so that this can't happen. There's a reason I pay +4 to cost level to weapons and such. My rant for the day.
|
|
|
Post by malice on Feb 8, 2007 19:58:16 GMT -5
Just a thought, something that always made me angry is that someone with normal damage can do as much as someone with 3x damage. Example. 1 stone gets through defense. It does 1 white stone of damage whether you have 3x damage or not. I personally think we should house rule things so that this can't happen. There's a reason I pay +4 to cost level to weapons and such. My rant for the day. 1 stone getting through isn't much, it's the equivalent of a scratch. No matter how damaging your hit is you still need a good hit to be effective, that's basics.
|
|
|
Post by dorkknight23 on Feb 10, 2007 23:13:44 GMT -5
Some issues: -Reducing cost level (of an action or modifier) by less than halfYou can't reduce a cost level to less than half the cost. -Things that were in the books but not explained in detail, such as 2x healing rate, and villains like Apocalypse being allowed to cheat.I personally price the 2x healing rate as = Durability. As for Apocalypse, I accounted that to editorial error. -Magic... anything magicI talk about magic a little bit in my 9th installment of Building Blue Lightning: murpg.proboards19.com/index.cgi?board=general&action=display&thread=1130987362&page=3-Accumulate EnergyYou are not limited to your AN for the amount of stones you can put into a Mastery with the "Accumulate Energy" option, so this can create effects of huge resistance in a single panel (given enough time.) For example, this would cover: 1) Human Torch's Nova Blast, 2) Magneto when he's altering the earth's magnetic fields or whatever, and so on. Remember: you can't do anything above the Difficulty if your AN does not exceed it, no matter how many stones you put into it. You're stunned in the next panel so be careful (or have someone like the Thing around to cover you.)
|
|
|
Post by malice on Feb 11, 2007 22:57:18 GMT -5
Some issues: -Reducing cost level (of an action or modifier) by less than halfYou can't reduce a cost level to less than half the cost. -Things that were in the books but not explained in detail, such as 2x healing rate, and villains like Apocalypse being allowed to cheat.I personally price the 2x healing rate as = Durability. As for Apocalypse, I accounted that to editorial error. -Magic... anything magicI talk about magic a little bit in my 9th installment of Building Blue Lightning: murpg.proboards19.com/index.cgi?board=general&action=display&thread=1130987362&page=3-Accumulate EnergyYou are not limited to your AN for the amount of stones you can put into a Mastery with the "Accumulate Energy" option, so this can create effects of huge resistance in a single panel (given enough time.) For example, this would cover: 1) Human Torch's Nova Blast, 2) Magneto when he's altering the earth's magnetic fields or whatever, and so on. Remember: you can't do anything above the Difficulty if your AN does not exceed it, no matter how many stones you put into it. You're stunned in the next panel so be careful (or have someone like the Thing around to cover you.) I originally posted that list of debated topics just to point out that many people don't agree on things, which is confusing for players and GMs. Thanks for listing your takes on them. Do you use the Rapid Recovery Modifier that just gives a character the red stone regeneration of a healing factor or just use 2x in its place? I ask because I priced 2x at Durability +1 and Rapid Recovery at Durability. However I actually prefer yours, because while I like Rapid Recovery I think having no additional white stone regeneration is a little odd by comparison. (I also acknowledge the contradiction of this, because I presented the Tireless modifier that had the same inconsistency. Tireless just sounds cool damnit!) Concerning the half cost rule, I pointed it out as a debated topic in my earlier post because I've personally debated it on these boards at least three times, and assume others have done the same. The half refers to cost level not cost in stones, but I'm sure that many people do it according to stones. In Marvelverse I'm more concerned about rules like this that have to do with character creation. Differing opinions among GMs will create large disparities in how the players have spent their stones. Btw, I liked the "Building Blue Lightning" series, though I was sad to see the Powered Armor link had expired.
|
|
|
Post by Stain on Jul 12, 2007 17:08:12 GMT -5
As far as build issues are concerned, using my program as a standard would help alleviate deviances. For custom actions, a GM could create it as a mod and distribute it so that the program calculates it the same for everyone. I am happy to offer my assistance and tailor the program to help with this.
|
|
|
Post by tazirai1 on Nov 8, 2007 3:08:58 GMT -5
Go to the bottom of the forum and in the first sub section is a board called Useful Files. Cyrlwwic's rules are the first thread on the main board in Useful Files. Thanks for that
|
|
|
Post by captainbonkers on Dec 31, 2008 11:42:14 GMT -5
The intention in the creation of this thread is clarification of house rules board members are comfortable with in their games. Consider the possbility of a large-scale game that required multiple GMs to be effective. These GMs would have to agree on the rules they were going to use. They could discuss it here. Principles to Follow (According to Malice): 1. Noobs are good, encourage their continued and consistent participation. Your organization will die if you don't. 2. The original MURPG rules should be changed as little as possible, if at all. If you change the basics of the books then new players and GMs are instantly alienated upon setting foot in the game. While some people are OK with telling noobs to "Read all this", I am not. It's ineffective is all. I prefer to simply restrict things rather than change the rules of a game. Some powers just dont work in every campaign if they ruin the flow of things for everyone. Mind Control and Telepathy can be abused to no end in a lot of games we've found. Most of our group is fine with being told they cant bring in uber powered characters that only exist because of some loophole in the rules system, though we do have one player who doesnt like the restrictions, when Im running the game he'll go along with it or he can sit that game out. I love the rules for MURPG so far. I love that they arent so bogged down with so many details that we have to constantly be looking thru the books for charts and numbers and especially since that leaves things open for player creativity, coming up with new ways to get around a problem rather than trying to find out what options a set of rules gives.
|
|
|
Post by bikermatt on Jul 28, 2010 5:55:26 GMT -5
I'm a fan of the Social Skill Refund Rule Stevie proposed, where all stones spent in Social Skills are refunded at the end of a panel. That means you still have to put in the effort to use Social Skills, but you can do so indefinitely. I would prefer a Limited Refund, working much the same as Limited Duration (all but 1 the first panel, all but 2 the second, until eventually you're not getting any refund, which is unlikely to happen).
|
|
|
Post by turnagealfonsojermaine on Aug 5, 2011 15:00:59 GMT -5
Speaking of Social Skills, what happens when NPC's try to Social Skills You . . . what if you're NOT scared of Wolverine (to your most likely peril) OR what if he is trying to kill your Mother/Granny/etc. you will face him no matter how scared you are/how many Social stones he uses?
|
|