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The Fantastic Four got screwed

Re: The Fantastic Four got screwed

Postby Beast » Tue May 29, 2012 1:13 pm

Because Wolverine is a physical fighter and the Human Torch isn't. That's why. I mean, it's really not that hard to grasp is it? The game system actually showcases how these characters are different. Which is what is cool about it.

And again, it doesn't matter how many dice you roll per character. Someone who only rolls 3-4 dice can be just as effective in a fight as someone who rolls 7-8. People need to get over the idea that more is better. It's not always.

It's perfectly balanced... it's balanced with a sense of the way the characters work in the comics. Characters shouldn't be carbon copies of each other. They're supposed to reflect their comic book counterparts. Which MHR nails perfectly.
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Re: The Fantastic Four got screwed

Postby Duck Call Lass » Tue May 29, 2012 1:14 pm

Johnny Awesome wrote: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?


Have you looked at what Johnny Storm can do? I mean, built dice pools and activated his SFX and stuff?

He's kind of a beast. I am actually concerned that he's overpowered.
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Re: The Fantastic Four got screwed

Postby Beast » Tue May 29, 2012 1:25 pm

Agreed. I think most of the complaints seem to be from people who are just looking at the sheet and haven't actually worked out how they work or even played the game yet.

Example: Human Torch fightinng a group of 6 Doom Bots with the FF. He decides to fly in really fast and nuke them all.

Team - D10
Hotheaded Hero - D8

Activate Multipower:

Flame Blast - D10
Fire Mastery - D8
Supersonic Flight - D6
Area Attack - 5D6

Right there he's rolling 10 dice. Can he do bigger? Sure.

Torch Blows a Plot Point to Nova Flame cause he really wants to take out these Doom Bots that are pains.

Team - D10
Hotheaded Hero - D8

Activate Nova Flame - 1 PP
Activate Multipower

Flame Blast - 2D10 or D12
Fire Mastery - 2D8 or D10
Supersonic Flight - 2D6 or D8
Area Attack - 5D6

So now he's rolling 10 or 13 dice with even bigger possible results. All at the cost of 1 PP and some stressing himself. If you don't think he can pull his weight against someone like Wolverine you're crazy. He just doesn't do it physically. :)
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Re: The Fantastic Four got screwed

Postby Spatula » Tue May 29, 2012 1:31 pm

Beast wrote:Activate Multipower:

Flame Blast - D10
Fire Mastery - D8
Supersonic Flight - D6

Those would all be at D6, at least as I understand the SFX. Multipower affects all the trait dice, not just ones added in later on. Johnny can do two powers at D8 each, or three at D6 each.
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Re: The Fantastic Four got screwed

Postby Johnny Awesome » Tue May 29, 2012 1:34 pm

I value your opinion Beast.

I'm just concerned when I see Human Torch defaulting to 2D10 + 1D8 and Wolverine defaulting to 2D10 + 3D8 in a Team situation.

But I'll definitely let the issue drop for now until I get more playtime under my belt.
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Re: The Fantastic Four got screwed

Postby Beast » Tue May 29, 2012 1:37 pm

Spatula wrote:
Beast wrote:Activate Multipower:

Flame Blast - D10
Fire Mastery - D8
Supersonic Flight - D6

Those would all be at D6, at least as I understand the SFX. Multipower affects all the trait dice, not just ones added in later on. Johnny can do two powers at D8 each, or three at D6 each.

Not how I understand the power. Read Multipower...

SFX: Multipower. Use two or more Flame On! powers in your dice pool, at –1 step for each additional power.

His first power is activated at normal... D10.
The second power he activates would be a step down. D8
The third power he activates would be at two steps down. D6.

You should ALWAYS activate Multipower on Torch.

Cause his Fire Mastery D10 is his version of Combat Skill.
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Re: The Fantastic Four got screwed

Postby Johnny Awesome » Tue May 29, 2012 1:41 pm

You chose a very optimized example.

That's another thing: I WISH multipower was D10, D8, D6 instead of 3D6. That would make up for a lot.
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Cam, help us out with Multipower

Postby Duck Call Lass » Tue May 29, 2012 1:45 pm

Beast wrote:
Spatula wrote:
Beast wrote:Activate Multipower:

Flame Blast - D10
Fire Mastery - D8
Supersonic Flight - D6

Those would all be at D6, at least as I understand the SFX. Multipower affects all the trait dice, not just ones added in later on. Johnny can do two powers at D8 each, or three at D6 each.

Not how I understand the power. Read Multipower...

SFX: Multipower. Use two or more Flame On! powers in your dice pool, at –1 step for each additional power.

His first power is activated at normal... D10.
The second power he activates would be a step down. D8
The third power he activates would be at two steps down. D6.

You should ALWAYS activate Multipower on Torch.

Cause his Fire Mastery D10 is his version of Combat Skill.


Cam, what's the right interpretation of Multipower?
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Re: The Fantastic Four got screwed

Postby adam » Tue May 29, 2012 1:53 pm

BR12, Carnage:
[...]He has the Multipower SFX, which means he can use more than one of his powers in an action by stepping each power back by –1 for each additional power used.
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Re: The Fantastic Four got screwed

Postby Cam » Tue May 29, 2012 2:09 pm

Multipower steps all power traits back by one for each additional power. So if you add two more power traits, all power traits from that power set are stepped back by two.

Cheers,
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