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The Fantastic Four got screwed

Re: The Fantastic Four got screwed

Postby Beast » Mon May 28, 2012 9:40 pm

It's sad that some people are still thinking of the dice pool as "Bigger = Better", when that's not always the case. Yes characters focused on Combat (Captain America, Wolverine, etc.) in the comics are going to roll more dice in action scenes, but that doesn't ensure they're going to be the most effective in every fight. If anything, there's a bigger risk of them growing the Doom Pool and making things worse for everyone including themselves. Yes you have to be a lil more creative and think outside the box for characters who arn't specifically combat focused... but they have their strengths. It's just another way that the game feels like a comic book.
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Re: The Fantastic Four got screwed

Postby konate » Mon May 28, 2012 10:34 pm

I had a buddy join Breakout after a few sessions and all his first choices were already taken. So, he chose Reed Richards. Then, that night, we had a cancellation - Daredevil. He likes Daredevil, so I offered to let him play DD for that night, because I myself thought Reed wouldn't be all that great. Well, was I ever wrong! Reed was the MVP of the night; that was including Data Files like Iron Man, Wolverine, Cap, and Spidey!

He took out the raptors by himself by using leftover quinjet parts to create a loud, unfamiliar sound to scare the raptors away; he complicated the T-Rex out; and took a couple dice away from the Mutates mob using something else science-y (I forget). The best part about it was, it was all creatively done with science rather than no-brainer combat. And my friend doesn't even read comic books, nor did he study science (like I did). :?:

Mr. Fantastic has been the coolest Data File I've seen played, yet.
Where the Silver Surfer soars...
There he must soar...
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Re: The Fantastic Four got screwed

Postby N01H3r3 » Tue May 29, 2012 5:31 am

Johnny Awesome wrote:Anyone out there able to use the Human Torch to good effect?

I'm running Breakout at the weekend, and two of the players have picked Thing and Human Torch, so I'll let you know how it goes.
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Re: The Fantastic Four got screwed

Postby Supplanter » Tue May 29, 2012 6:13 am

N01H3r3 wrote:
Johnny Awesome wrote:Anyone out there able to use the Human Torch to good effect?

I'm running Breakout at the weekend, and two of the players have picked Thing and Human Torch, so I'll let you know how it goes.


Strange Tales!


Jim
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Re: The Fantastic Four got screwed

Postby ShaodwWolf073 » Tue May 29, 2012 9:47 am

Let's face it while there combat is better than the average persons if you put them face to face in a solely physical fight only weapons and their bodies. There going to lose to people like cap. america and others who focus on beating up the bad-guys.(except the thing) There more about finesse out thinking and out maneuvering their enemies. Their focusing on the core of the character. Some one could make the argument that Wolverine should have acrobatics or beast should have Psych in the comics they show this but when you look at it there not as important as the other things that they show.
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Re: The Fantastic Four got screwed

Postby Battlechimp » Tue May 29, 2012 10:34 am

I played Johnny in a bit of Breakout one of my players was kind enough to run for me (the other players were Iron Fist, Shadowcat, Spidey, so we just quasi Ultimatize them and had a blast).

I did felt the loss of the specialty die, but I didn't think it was crippling. Johnny has 2 main things going for him:

1) Awesome distinctions that provide wide applicability and flexibility as well as the fact they can easily be flipped to pro or con.

2) Great SFX. Area Attack, Fiery Body, Multipower (with very synergistic powers) and what I think is one of the most powerful in the book - Nova Flame.

Those two things go a long way to making him fun to play. It's surprisingly easy for him to goof off for a few actions to rack up some PP and then just unload. Whereas other characters might be more hard pressed to come up with how exactly their distinctions are working against them to earn that PP. Granted, that's not exactly an amazing balancing factor since creative players can probably do the same with any character. In that area he has Nova Flame; for 3 PP, plus maybe 1 or 2 for keeping result dice, he has an I Win button. 6d12 from just powers is awesome and something no one else in the book can touch.

But if you're really worried about his loss of a specialty die he might be able to finagle using his Vehicles Expert on rolls where he's flying around. Check with your Watcher. And Johnny... he flies ALOT.
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Re: The Fantastic Four got screwed

Postby Johnny Awesome » Tue May 29, 2012 12:25 pm

I'm going to be Watcher for my group.

I'm just concerned about "inaccuracies".

It doesn't make sense that Thor has Combat Expert D8 and not the Human Torch.

IMO, the problem is that Combat Expert and Master were thought of by the designers as "martial arts".

With very few exceptions "energy projectors" like the Human Torch didn't get anything to compensate even though they have a lot of combat experience.

I'm sure a lot of groups don't realize that you can use Iron Man's Tech Mastery for combat as well.

Cyclops did alright, but likely because of his "Danger Room" martial arts experience.

I really think it's an oversight.
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Re: The Fantastic Four got screwed

Postby Duck Call Lass » Tue May 29, 2012 12:37 pm

The great thing is that you can add whatever you want to your game. Datafiles aren't meant to be absolutes.

So give Johnny Storm a free Combat Expert d8 if you think it applies, or let everyone without a Combat specialty add a free d6 Push Die for Combat Novice, or whatever works for you.
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Re: The Fantastic Four got screwed

Postby Beast » Tue May 29, 2012 12:46 pm

Johnny Awesome wrote:I'm going to be Watcher for my group.

I'm just concerned about "inaccuracies".

There are no "inaccuracies", just perceptions of them.
It doesn't make sense that Thor has Combat Expert D8 and not the Human Torch.

Last I checked, Thor was a really old Asgardian God/Warrior. Johnny isn't.
IMO, the problem is that Combat Expert and Master were thought of by the designers as "martial arts".

So, as has been noted by pretty much everyone... if you have a skill not listed on your sheet that it would make sense to call upon, allow them a D6 for rookie ability in that area. A D6 seems pretty fitting for people who arn't physical fighters.
With very few exceptions "energy projectors" like the Human Torch didn't get anything to compensate even though they have a lot of combat experience.

Sure they did. You're just not thinking outside the box enough. Not every character is built for a straight-up slugfest. Nor should they be. It's trying to match the feel of the comics. Players just have to use creativity rather than just roll available dice.
I'm sure a lot of groups don't realize that you can use Iron Man's Tech Mastery for combat as well.

If they don't, then they're clearly not grasping the feel of the game.
I really think it's an oversight.

But it's not. Some characters really don't need a fighting skill die to be effective combat characters. Again, they just need a player who's capable of working with what they have and thinking creative. It's just a shame it seems hard for people to get.
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Re: The Fantastic Four got screwed

Postby Johnny Awesome » Tue May 29, 2012 12:58 pm

I'm not saying you can't "work with it" creatively. Of course you can.

But how come you HAVE to work with it when it comes to someone like the Human Torch if you want to be effective as compared to someone like Wolverine that pretty much just gathers dice and goes to town?

It's not balanced IMO.

I can just imagine the outcry had Wolverine not had two power sets and awesome SFX.

I realize that we can do anything we want with the game, but I really wish I didn't have to.

PS: Love the game Cam. Sorry if I'm being too negative.
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