gilbo
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Post by gilbo on Sept 28, 2018 20:53:14 GMT
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Post by pericles on Sept 30, 2018 8:22:42 GMT
First Impressions
Not much changed. I will have to work out the damage dynamic.
Backgrounds are tough. A normal everyday person with some responsibilities in each category has 12 background points. Players only have 10. This adds to the role playing dynamic and compensates for having super powers however it coud also cripple a character.
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Post by brumguvnor on Sept 30, 2018 9:27:41 GMT
oooh! - new rules to work out how to power game like a munchkin in! get to know and appreciate the thought and care that went into them.
Obligatory sarcasm aside - I like the additional detail in backgrounds: would it be OK to say "employment and responsibilities" level 3 is "at college" instead of "has a job"? - pretty much the same level of time commitment dontcha think?
I think my character is now pretty much complete: I like the way that the background forces you into trade-offs, and is a good way to flesh out your background. Remind me a little of the way they did it in Shadowrun... - except about five hundred thousand times simpler, quicker and easier to use!
Can someone who doesn't work for a paranoid public sector regulator print out a copy of the rules for me? - many thanks!
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Sept 30, 2018 15:32:49 GMT
First Impressions Not much changed. I will have to work out the damage dynamic.
Backgrounds are tough. A normal everyday person with some responsibilities in each category has 12 background points. Players only have 10. This adds to the role playing dynamic and compensates for having super powers however it coud also cripple a character.
I agree it is perhaps a bit harsh. I will give you all 12 points to start with on the proviso that you don't take the piss too much with the standard of living.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Sept 30, 2018 15:37:09 GMT
Obligatory sarcasm aside - I like the additional detail in backgrounds: would it be OK to say "employment and responsibilities" level 3 is "at college" instead of "has a job"? - pretty much the same level of time commitment dontcha think? Definitely. These are meant to be guidelines so I am happy for you to change it around as much as you like. Can someone who doesn't work for a paranoid public sector regulator print out a copy of the rules for me? - many thanks! I am planning to print some copies when the rules are 'finalised'(ish).
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Post by brumguvnor on Sept 30, 2018 20:37:05 GMT
I'm liking the 12 points on backgrounds: you still need to compromise - but at least you can have a goo score in one area.
Kris: you expecting to finish AIME this week?
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Post by brumguvnor on Oct 3, 2018 8:03:52 GMT
hmmm - there's nowt in the rules for charisma at the moment... - probably because Steve couldn't think of a synonym for it that began with S...
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Post by pericles on Oct 3, 2018 16:16:56 GMT
hmmm - there's nowt in the rules for charisma at the moment... - probably because Steve couldn't think of a synonym for it that began with S... Smarm - to ingratiate oneself (with)
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 3, 2018 20:33:52 GMT
hmmm - there's nowt in the rules for charisma at the moment... - probably because Steve couldn't think of a synonym for it that began with S... Smarm - to ingratiate oneself (with) My intention was that if you needed to persuade someone, you could use your roleplaying skills to do this rather than making a roll. If a roll was needed it would use Spirit. I do like 'smarm', though. Will have to think of some way to put it in the rules.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 3, 2018 21:03:53 GMT
Just thinking about the super attack mechanic and energy control, and realised that there is an imbalance there.
Super and mega attack require you to choose melee or ranged.
Energy and elemental control cost 4 and include mega attack, but does not specify melee or ranged. Also either attack is based off smarts which makes these considerably more powerful.
Which is the best solution?
1. Nerf elemental and energy control so they only include super attack. or 2. Allow both melee and ranged if you choose super/mega attack.
also
3. Require strength or skill rolls when attacking with elemental/energy control. or 4. Allow more customisation when buying a power e.g. you could buy a super fire attack based off spirit, skill or smarts
or something else.
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Post by pericles on Oct 3, 2018 22:06:35 GMT
Just thinking about the super attack mechanic and energy control, and realised that there is an imbalance there. Super and mega attack require you to choose melee or ranged. Energy and elemental control cost 4 and include mega attack, but does not specify melee or ranged. Also either attack is based off smarts which makes these considerably more powerful. Which is the best solution? 1. Nerf elemental and energy control so they only include super attack. or 2. Allow both melee and ranged if you choose super/mega attack. also 3. Require strength or skill rolls when attacking with elemental/energy control. or 4. Allow more customisation when buying a power e.g. you could buy a super fire attack based off spirit, skill or smarts or something else.
I am going to regret this. You are still understating the power of Energy Control. Energy control grants physical attacks, allows quick easy multi-class into mystical attacks which also run off Smarts and gives you first strike advantage via initiative. The energy control shield / dodge grants the same bonus as the power and you still need a high speed so is neutral. Nerf Energy control to super attack - good option but allow an extension to mega attack otherwise the character gets locked into a low damage attack when everyone else moves upto to mega. Allow both melee and ranged with super/mega attack - makes sense as this is essentialy the default. Melee is simply a point blank shot aka touch attack. Require strength / skill attack for energy control. - Bit too big a nerf it is difficult enough balancing attributes as it is. Forcing Energy control characters to further dilute attribute points could easily unbalance the system with %hits nose diving compared with other characters. Allow more customisation when buying power. If you do this you are essentially saying there is a base power attribute with many flavours. Attributes will have role playing effects but less game effect. There is a very good reason for characters avoiding powers and bumping up strength for melee. Go big on equipment. If you want to fight hard and have non-combat options a high Strength or high Skill paired with a decent weapon will substitute for a mega attack saving two origin points for other powers. Sarah used this option to good effect. My opinion is that energy contol should remain as it is. Recognise that a melee touch attack is simply a point blank ranged attack. Run initiative off the best of Speed and Smarts. Origin points: Super defence/shield (1) + Mega attack (2) = 3 is less than Energy control (4). The advantage of energy control is the ability to control i.e. manipulate the energy however this has not yet been specified. In one of the Xmen movies a character uses sound to fly. A more obvious combo with fire control would be a wall of fire or fire cage for crowd control. Running initiative off the best of Speed or Smarts stops mystic characters dominating a fight by going first more often than not.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 4, 2018 12:30:55 GMT
Thanks Dave, all good points.
I think I will bump up super attack to melee and ranged, but leave energy control alone.
I like the idea of speed or smarts for initiative.
I don't think that this game is going to be very like NE, so the equipment option is not really going to be there as much.
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Post by Kristian on Oct 19, 2018 12:56:42 GMT
Feel free to ignore, but here's a guns 'damage' suggestion (and I'm oversimplifying here to keep it ...well ...simple ) Pistol: 1 damage SMG (essentially multiple pistol rounds): 1 damage ...but roll 2 separate attacks* Shotgun (solid slug): 2 damage Shotgun (shot): 1 damage to main target. Adjacent targets get 'advantage' on their dodge. Rifle: 2 damage. Can aim for 1 round for a +1 bonus to hit. Assault rifle (essentially multiple rifle rounds but with less range): 2 damage ...but roll 2 separate attacks* Machine gun (lots and lots and lots of bullets): 2 damage ...but roll 3 separate attacks* Cannot move & fire. *for each additional hit (past the first) the weapon does +1 damage. Note that 'advantage' is only applied to the first of these rolls (i.e. not all three in the case of a MG).Not being much of a modern gun bunny, I can only really compare these to WW2 era weapons ...so here's some pics (all German, for consistency ...as we Brit's didn't really have an assault rifle back then): Pistol: SMG: Rifle: Assault Rifle: Machine Gun:
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Oct 19, 2018 17:21:00 GMT
Thanks for this.
I do want to keep things as simple as possible, so I would prefer to keep all guns at 2 damage. I like the multiple attack idea, but it might cause problems with the dodge mechanic unless the damage was the same. At present you can dodge one attack unless you have super dodge, so I suppose if you dodged 1 you would take 2 damage, or if you failed to dodge both you take 3 damage. That might work.
An alternative would be to treat automatic weapons as 'super weapons', so you roll 2 dice and take the best. You get a chance of a slam (knock down? stun?). The single attack is easier to dodge, but if a slam was scored you couldn't dodge that without super dodge. Machine gun could be 3 dice.
I also need rules for grenades and suchlike. I was thinking along the lines of 3 damage to the main target, if you dodge you still take 1. Those in blast radius take 2, dodge for 0.
What do you think?
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Post by Kristian on Oct 19, 2018 17:44:29 GMT
For the multiple attack thing, I was still imagining one dodge (i.e. your not really dodging individual bullets - but the 'spray'). But an 'advantage' type mechanic on automatic weapons works well enough I do think pistol rounds / rifle rounds should be treated as 1 / 2 damage though. Because if everything does 2, you could potentially do more damage duel wielding pistols than you could with an MG on full auto. But, as always YMMV
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