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Post by de5pa1r on Mar 23, 2009 8:35:26 GMT -5
Hey everyone. Not sure if this belongs here, but I'm putting it here anyway. I figured if everyone got a look then maybe we could implement a fix in 2.0. First I'd need to know if it's even a legitimate problem and then I'd need to know if it is even solvable.
Ok, so we've got a player playing a character named Force Blaster Man. Force's combat skills are Close Combat and, of course, Force Blast. What is the incentive of the player to not keep using Force Blast over and over? Maybe every once in a while he mixes it up by punching a guy, but ultimately the player, most turns, will just be deciding how many stones he wants to put into Force Blast and how many he wants to put into defense. Obviously, this can get monotonous.
That's not to say that this problem is unique to Marvel. There are plenty of games out there that encourage this same kind of behavior from players. Other than providing a few extra stones here and there for ingenuity or subtracting some for monotony, is there anything in the system itself to prevent this from happening? Is there something we could put into Marvel 2.0 that would?
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Post by malice on Mar 23, 2009 9:25:01 GMT -5
Characters are designed to use their powers... normally anyway. It's the GM's job to challenge them and occasionally bring the fight to them so that they have to think on their feet and use more than one action.
If it's not the GM's fault (It usually IS the GM's fault if a player can get away with just one action) and the player is getting bored with their limited actions, perhaps it's time they got more or played a different character. I've played characters who at first I loved but then I was looking for something more than what that character did.
Some characters just don't have extremely varied powers, and eventually you gain a lot of practice with those limited powers and need something else to occupy your attention.
Cyclops started as a kid with a Force Blast, got bored with it, and started learning a bunch of other stuff (Like Leadership)
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Post by WildKnight on Mar 23, 2009 9:38:08 GMT -5
I think Malice covered that one pretty well.
The problem you're describing isn't with the system, its with the player/character combination. Some players enjoy blasting away all day (and can play people like Cyclops). Other players don't, and shouldn't. Its as simple as that.
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Post by Dionon on Mar 23, 2009 12:01:50 GMT -5
/ditto
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Post by Jet on Mar 23, 2009 13:03:31 GMT -5
There are plenty of times when using weaker fists is better and more in place then using strong forceblast. If enemy is resistant or absorbs energy (Cyclops vs Havoc or Bishop), then you'd rather use fists. If you want to hide your powers, then again- fists. If your force blast is too deadly, even on small energy output- use fists. I know its just one example, but if you made a character with one goal in mind, then by all means- play it. It doesnt have to be just force blast, it occurs to every single power and skill there is. Examples:
Dock Ock will ALWAYS use his tentacles first. Sometimes he'll use some invention, but rarely ever will he use it twice in a row. Luke Cage and Hulk will use his fists, becouse thats all he can do. They can improvise with them, but its still in range of close combat and strenght. Cannonball is probably the best example- flying into his opponents is basically ALL DOES (in battle), but that doesnt make him bad.
In other words- I ditto Malice, WK and Dionon.
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Post by Neros on Mar 23, 2009 14:14:33 GMT -5
*nods in agreement to every post made so far*
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Post by dariustad on Mar 27, 2009 2:48:10 GMT -5
I, too, agree completely. But on a lighter note, there is absolutely no call for actions like Accounting. Seriously, Ice Man. An Omega level mutant, and you like to "crunch numbers?" So much in fact, you took it as an action. He needs the Ice Man persona so he's not the target of everyone else's jokes--Stay Frosty, Man! Stay Frosty!
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Post by de5pa1r on Mar 30, 2009 14:54:56 GMT -5
Ok. This thread can be deleted.
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