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Post by talon on Oct 14, 2008 13:09:44 GMT -5
I've seen a guy use this option to throw grenades through portals at people. Not as effective as 1-shotting, but it was funny at the time.
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Post by WildKnight on Oct 14, 2008 13:25:48 GMT -5
That I don't have a problem with. Its actually pretty cool.
Of course, its important to note that the portals are two-way and instantaneous... meaning that the target could always just jump through the portal to get to the character (if hes close enough)
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Post by talon on Oct 14, 2008 14:08:17 GMT -5
Question: "Do not have to travel to send others" "Open Portals for others to return"
If you have only the first option, how can anything "come through" it. I have a hard time working with portals because there's 2 very distinct versions of "teleporting". There's the *poof* I'm gone kind (thinking Jumper/Nightcrawler). Then there's the "large hole in space" kind for people to work with. In either case I'd assume there's some kind of space/reality tear, just differences in size/visibility. How do you work with that in your games? Which options constitute which kind of "portal"?
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Post by WildKnight on Oct 14, 2008 14:25:30 GMT -5
You pose an interesting question, but its one that I've dealt with before.
First... yes, you are correct. There are two distinct forms of Teleportation, and the difference is more than just special effects (or, it CAN be), so thats really the heart of the problem.
For me (and this is PURELY a personal call, not any attempt to analyze the official intent of the options)
"Does not need to travel to send others" means that you can Teleport (through portals, by poofing them, whichever...) other people, but you can't toss objects through, etc.
"Open portals for others to return" to me means that you can open a portal using yourself as an anchor point and ending anywhere else within your range (with the usual risk of opening a portal into empty space or inside a wall or whatever). I believe that travel is both ways through this portal, and that it "closes" at the end of the panel or after you've gone through, whichever comes first (unless you spend stones for teleport again the next panel, which would "keep the portal open"). Using this option you could toss your grenades through and so on.
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Post by talon on Oct 14, 2008 14:45:14 GMT -5
Not being able to use "send others" to send objects seems to be a personal balance call? I don't know why anyone would take Teleporting without the "see through portals" option, but that's just me ;D. I want to know the other end isn't inside a wall... or T-rex belly.
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Post by WildKnight on Oct 14, 2008 15:08:26 GMT -5
Thats correct, a personal balance call.
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Post by Rinjo on Jan 13, 2009 0:06:23 GMT -5
Ok... I got up to inventing today... a lot of work but I am still hoping to be done this week...
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Post by malice on Jan 13, 2009 13:00:52 GMT -5
It's a bit further back in the thread's life, but for those of you having trouble with teleporters, consider this:
You can't teleport two massive distances in one panel. Why? Because players are limited to what can be drawn in a comic book panel. A character can teleport many times in close distances because that's easily drawn as several images of the character in one panel. The massive distances can't be done without a new panel. So when you teleport a large distance, you've done your large-distance teleport for that panel. This is also why using the teleport action as a hit-and-run (Teleport next to foe, attack, teleport away) in a single panel doesn't work.
It's an obscure balancing method unique to MURPG. You can also enforce the FACT that combat is extremely mobile. I.e. combatants move around a lot. So if you teleport from a long distance (without seeing your target) directly into melee range you run a good chance of fusing with a fellow combatant.
So the teleport-grab-enemy-and-then-teleport-them-somewhere-terrible and the teleport-as-defense methods don't work in a single panel if you employ all MURPG suggests you do. They can still be executed over two panels, but that's a huge difference in the power of the attack and the enemy's ability to adjust to them.
Multiple teleportations in a panel, by virtue of being IN a panel, cannot span large distances no matter how many stones you get into them. Yeah sure modern comics do tons with the panel format, and characters can make progress in the background of someone else's panel, but my art-major players bought my explanation so perhaps yours will too.
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Post by WildKnight on Jan 13, 2009 13:04:20 GMT -5
I'm not sure I totally agree with your sentiment, Malice, but I think you've got some excellent points, and certainly some things I hadn't really thought of before.
The "in one panel" requirement would have deeper repercussions than just Teleportation, though, and I'm not sure I'd want to introduce them all (for instance, I have no problem with the idea that a character throws a series of blows as a "single attack" in terms of stone allotment, but obviously, a single panel can only show the character blocking or attacking once...)
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Post by malice on Jan 13, 2009 13:22:40 GMT -5
The "in one panel" requirement would have deeper repercussions than just Teleportation, though, and I'm not sure I'd want to introduce them all (for instance, I have no problem with the idea that a character throws a series of blows as a "single attack" in terms of stone allotment, but obviously, a single panel can only show the character blocking or attacking once...) Not necessarily. Look for panels of Quicksilver doing a ton of punches and it's illustrated as him with many arms, all but two of which are illustrated with lighter outlines.. Maybe it ONLY works on art majors. I'm not an art major, but I was good enough to seriously consider it when selecting a major. I guess it would a lot harder to imagine for someone who doesn't already think on those terms, and I made the mistake of thinking what comes naturally to me was also coming naturally to everyone else. Sorry, we're all different and think differently, but are also prone to assuming others think as we do.
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Post by WildKnight on Jan 13, 2009 13:31:00 GMT -5
Well I'm anything but an art major (my stick figures are terrible)
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Post by malice on Jan 13, 2009 13:44:05 GMT -5
Well I'm anything but an art major (my stick figures are terrible) *shrug* I haven't drawn in so long mine probably aren't much better. I still think in images though, and even if I can't create something recognizable on paper I can imagine it. For me the "what can be drawn in a panel" has come in handy for balancing more than just teleportation. When things aren't imbalanced though, you can conveniently forget to apply the rule to allow players the most fun in their panels. It really DOES help to counter your imbalanced PCs with "How the hell could you do that in a comic book?"
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Post by WildKnight on Jan 13, 2009 13:51:56 GMT -5
I've never thought of it that way, but I think you're definitely on to something.
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Post by soban on Jan 13, 2009 14:38:43 GMT -5
teleport-grab-enemy-and-then-teleport-them-somewhere-terrible is not meant to be one panel thing. It's a stratagy. Much the same as shooting at someone so that your ally can flank him.
teleport-as-defense, someone punches, we are not there when the punch lands. You might see our poof thing though there we were supposed to be.
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Post by Rinjo on Jan 16, 2009 0:02:51 GMT -5
I got to Clairvoyance today... not going to finish this week... I don't think it will take much longer though...
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