Ugh.. power gamers. Thankfully my group seems pretty sane.
We've got a pretty diverse group right now. Nobody too powerful, and everyone has had a real chance to shine. Gotta be the weirdest team ever assembled though.
by Beast » Fri May 04, 2012 5:07 pm
by RandomThoughts » Fri May 04, 2012 5:48 pm
by Beast » Fri May 04, 2012 6:00 pm
by Supplanter » Fri May 04, 2012 6:42 pm
RandomThoughts wrote:I want to thank all of you for your time ans effort. I realize I came across more like a jerk than was really my intention. I actually understand a lot of the arguments you're making, but for some weird reason I can't really get across what I mean myself. Might be because I don't really have my own thoughts in order yet, might be problems with the language, I'm not really sure.
RandomThoughts wrote:The reason I'm asking for generic profiles for the major characters is related to that. Not sure I have the language to really explain why, though. It's like, I want to hand the players the big stuff, the stuff they are already familiar, but also the stuff I consider essential, and then work around that and fill in everything else myself.
RandomThoughts wrote:To make an example, Spiderman as published gets more (and therefore better) dice if he can work in powers from both his powersets. And that means, since Reflexes are pretty much a universal include, that he should always use his web, no matter how, because not using it means he'll give up a D8 for no reason at all. Now, perhaps this is all wrong in the first place, if so, please let me know, but if that is true, then we're not talking hard-core powergaming here, but pretty much common sense.
RandomThoughts wrote:Now, to put that discussion regarding power levels to rest, what I mean is more or less this: If Spiderman meats a raging Hulk, he should know he's in over his head from the first moment on, if Daredevil runs into a raging Namor, he should be glad to fight him to a standstill, and Cap shouldn't have better raw attacks and defenses that the Thing or Collossus. Perhaps that's all in the book and I just didn't realize it, yet, if so, great!
RandomThoughts wrote:Now, the thing with plot points. Kind of reminds me of the way Focus works in Warmachine, which I really enjoy, a steady stream of power that can be used in different ways to boost rolls and impact the game.
RandomThoughts wrote:The thing about focus is, it is represented inside the game. I can have a short OT discussion with another player on how to use my Focus, but I could do the same in character if I wanted to. I somehow don't see that working with plot points.
RandomThoughts wrote:When I talk about PPs being rare, unless the game master actually activates opportunities (if that's the term, 1s rolled by players), there's pretty much a 1 PP per turn limit, and that already depends on players forfeiting a D8 for a D4.
RandomThoughts wrote:So yeah, what I hope for is pretty much a fast-paced simple action/combat game for light-hearted game sessions that can be used for PC-vs-PC slugfests as well, if everyone feels like it.
by N01H3r3 » Sat May 05, 2012 12:20 pm
RandomThoughts wrote:This is where my "obsession" with "best dice available" comes in. I fear that the game mechanics reward players that use their best dice available all the time. To make an example, Spiderman as published gets more (and therefore better) dice if he can work in powers from both his powersets. And that means, since Reflexes are pretty much a universal include, that he should always use his web, no matter how, because not using it means he'll give up a D8 for no reason at all.
by Supplanter » Sat May 05, 2012 12:47 pm
N01H3r3 wrote:To return to your Spider-Man example... should Spidey find himself face-to-face with a raging Hulk, brute force tactics are unlikely to work (because Hulk shrugs off almost everything), and simply webbing Hulk up is unlikely to succeed either (place a Webbed complication, taking advantage of the Grapple SFX), as Hulk will break out of the webbing easily (as, in this case, we're dealing with a Watcher character with a d12 die applied to the task of removing a complication). In this instance, Spider-Man's "best available dice" are limited by the player's ability to think around the situation and describe a way in which those traits are useful within this context.
by Spatula » Sun May 06, 2012 10:14 am
RandomThoughts wrote:I realize I came across more like a jerk than was really my intention.
RandomThoughts wrote:I fear that the game mechanics reward players that use their best dice available all the time. To make an example, Spiderman as published gets more (and therefore better) dice if he can work in powers from both his powersets. And that means, since Reflexes are pretty much a universal include, that he should always use his web, no matter how, because not using it means he'll give up a D8 for no reason at all. Now, perhaps this is all wrong in the first place, if so, please let me know, but if that is true, then we're not talking hard-core powergaming here, but pretty much common sense. I'd expect the people I socialize with to figure that out by their third session at the latest, and adjust their game accordingly.
RandomThoughts wrote:When I talk about PPs being rare, unless the game master actually activates opportunities (if that's the term, 1s rolled by players)
RandomThoughts wrote:So yeah, what I hope for is pretty much a fast-paced simple action/combat game for light-hearted game sessions that can be used for PC-vs-PC slugfests as well, if everyone feels like it.
by chaosnet » Sun May 06, 2012 10:47 am
by RandomThoughts » Mon May 07, 2012 5:17 am
by N01H3r3 » Mon May 07, 2012 6:58 am
RandomThoughts wrote:N01H3r3, I fully understand how specific situations will change the Available Dice, I am fully aware that Reflexes and Body Armor won't help a thing against, say, telepathy (pun not intended). I guess I should have specifically mentioned this, but what I'm talking about is generic action-sequency physical combat, which (please correct me if I'm wrong!) is the most common combat by far in most super-hero settings.
Now, obviously, GMs can always create scenarios in which certain powers won't be useful, but I'm much rather prefer if they don't have to in order to make the game interesting.