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Post by takewithfood on Feb 19, 2009 12:16:37 GMT -5
OH, I should mention, though: I've put up a suggestion of designating several actions "movement actions". You'd basically be able to shift stones out of them for use as movement. In other words, if you have Acrobatics, you could spend 5 stones and shift 1 of those to movement (use the rest for defense or something, for example). The max speed would be limited by your Speed, as usual. Example: Daredevil has Speed 3 and Acrobatics 4 (with an Agility bonus of 4). His combat panel might look like this: Action 1: x stones into Close Combat Action 2: 5 stones into Acrobatics: 1 shifted to movement, 4 to defense That 1 stone shifted to movement would work the same as if he had spent 1 stone in Speed. He's just using Acrobatics to move around (rather like parkour). I wrote a whole thread about it. ~TWF
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Post by takewithfood on Feb 19, 2009 12:19:04 GMT -5
On the other hand, maybe you should be proud of living in a country that doesn't have so much !@#$%^ going on all the time that it needs thousands of super-powered beings to barely maintain some semblance of law & order. I'm sure neat stuff happens in Canada too, but our population is 1/10th of the US's. At best, 1/10th as much stuff happens here (and we have 1/10th the heroes). More realistically, "neat stuff" happens on an exponential scale as population increases, especially with high density. As a quick aside, I hate how non-American heroes have such brutally stereotypical powers. Alpha Flight is practically a hate crime. I hear there's a Russian guy who turns into a bear. *groan* ~TWF
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Post by WildKnight on Feb 19, 2009 12:19:38 GMT -5
Yeah, I read the thread, I just never had anything to really comment on it. The idea is good and I can't really think of any way it can be problematic, so... I had no commentary.
In case you hadn't noticed, most of the time I only comment in the negative.
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Post by Dionon on Feb 19, 2009 12:29:19 GMT -5
So Movement becomes a 3rd Action in a round... Nice, simple... I like it... This has my vote.
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Post by Neros on Feb 19, 2009 12:53:07 GMT -5
We really need to playtest this.. It sounds like a good idea, but Im abit worried about how initiativ will affect this... Don't know why, though...
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Post by WildKnight on Feb 19, 2009 12:55:27 GMT -5
Well, it could be you're on to something. Once we have a fairly comprehensive package, there will be playtesting, so don't worry about that.
I wish you could articulate how you feel initiative is going to become a problem (in a way that it wasn't already). You may be on to something but its hard to tell based on only a vague notion.
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Post by malice on Feb 19, 2009 13:03:30 GMT -5
Neros, I had a system that did pretty well at countering overly mobile characters. Basically the distance they moved and the actions they took "cost" or "decreased" their initiative. It makes sense if you think about it.
Certain things take time to do, and if you take the time to do them, you end up acting at the same time or after everyone else. You could have Agility 10 but if you start out far away from someone and you only have speed 2, they're going to have the opportunity to act before you get to them.
I don't remember how I worked it, but it always seemed to work out well (High speed and agility characters still tended to go first, but they weren't guaranteed the first move if they didn't account for things like distance and the time their actions took). I wish I'd written some of this stuff down.
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Post by Neros on Feb 19, 2009 13:20:01 GMT -5
I know its hard to tell and there might not be something at all.. Which is why i want to test it instead of yelling at everyone, that the world is coming to an end and you all ow me money But I like you're example Malice.. I wouldent mind hearing the rest of the system
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Post by malice on Feb 19, 2009 13:28:41 GMT -5
But I like you're example Malice.. I wouldent mind hearing the rest of the system I forgot it! It makes me mad that I did! I thought of it on the fly when one of my players was playing a Speed 10 Speedster. It was probably overly cumbersome anyway. I remember it used basic addition and subtraction based on the player's speed, the D&R rows for distance and speed, and what they wanted to do in that panel. A speed 10 speedster could still smoke everyone in initiative order, but a speed 6 or 7 one cut it closer
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