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Post by Dionon on Feb 27, 2009 0:55:55 GMT -5
WK's 100% right Malice... Equalization is the way to go... If we have Ranged Weapons add to their Combat, then we have to have Melee weapons add to it's combat, and we're back to square one.
By making Weapons add effects instead of adding to attack and damage, we're evening the playing field... PROVIDED we change Unarmed Combat accordingly... I've suggested a system where Unarmed Combatants can spend stones of effect to garner Advantages (within reason) to their unarmed combat... It mimics what Weapons can do, and it gives the Unarmed Fighter more versatility at the cost of lowered attack power unless they straight up fight and don't add advantages.
That aside, Comic Books are different than Real Life, so the game should reflect that... There's no reason that Joe Schmoe who got the drop on Daredevil should be able to 1 shot him because he's got a +2 Handgun that does double damage and he puts 2 stones into it (4 x 2 = 8 or 3 stones... ONE SHOT) That's both anticlimactic, and against the base medium... Daredevil, if he was shot by the thing, would hardly be effected by it. Maybe he hits the wall, and blood spurts a little, But he kicks the badguy in the jimmy, and by issue's end, is swinging from the arm that got shot.
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Post by bikermatt on Feb 12, 2010 15:44:50 GMT -5
How's this for a solution?
Thievery: CL=AN. Choose one form: Burglary, Black Ops, or Ninja. This determines the specialties and general flavor of the action.
Bonus form: +1 CL for each extra form. ONE ability bonus (Speed, Agility or Intelligence): +2 CL. Choosing a second is +5 CL as usual. May combine with another action (As a single action): +1 CL to both this and the affected Action. (May apply multiple times, requires GM approval) May substitute base AN for ability bonus in another action (With GM approval, may be purchased, but not used with the same affected Action that gains the Combining Option): +1 CL each Bonus Effect (As per Weapon or effect-producing tool): +1 or +2 CL, depending on the effect (In general, half the modifier of using the effect as an Advantage)
As I see it, this provides for the entire set of effects used for Thieves(Burglars), Black Ops Specs, and most Ninjas you find in comics. The "GM Approval" bit is a kind of a red flag notifying that not every Action works with the options. Also, while you may choose to have the AN as both a substitution and in combination, you can't use it as both at the same time.
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Post by arch2ngel on Feb 12, 2010 17:43:27 GMT -5
Actually, one of my players proposed an interesting solution to Ninja for 2.0:
Use the Ninja action from 1.0, but only give the 2 weapon modifiers (or weapon modifier + ability bonus) when your opponent is surprised. Otherwise, it's only weapon modifier or ability bonus. This makes for a potent Ranged Combat, as it gives the option of ability bonus instead of weapon modifier, but reduces when you could use the more powerful weapon modifier + ability bonus. And now that Black Ops, Thieving, Assassination, and Black Ops are all under the heading of Special Training, anyway, it's not as big an advantage that Ninja allows actions from any of those, so I think AN+5CL is about fair for it now...
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