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Old 11-22-2010, 10:09 AM   #73
Nosforontu
 
Join Date: Sep 2004
Default Re: [Supers] What's the point of making Mêlée-oriented characters?

Quote:
Originally Posted by vicky_molokh View Post
No, my example was two rounded characters with some explicit, and some implied, non-damage abilities. However, one of them chose to dump the remaining points into ranged attacks, and the other dumped the remainder into mêlée attacks.
I don't think that you are actually going to see that to often in play though molokh, blasters and bricks simply have different point priorities and when you are typically looking at 500 to 1,000 points for most super builds those different priorities tend to lead to very different builds by the end of character design.

Even if we accept that they are largely the same except for the points spent on their attack and whatever discount that they received to get the equivalent attack, they still will have their roles to play and those roles will remain important under game conditions.

The biggest reason is that different attack profiles means that their is no simple single answer to provide optimum defense against the enemy super team. If the team was pure birck's then it is easy for the bad guys to make the simple logical decision to concentrate the fight in areas that are wide open and require several turns for the bricks to get to the fight while your side lays down long range fire on the bricks.

If the other side is pure blasters then you want constrained terrain that prevents them from having easy line of sight and effect to their opponent essentially taking away much of the range benefit that the blaster enjoys and forcing him into tight confined spaces.

When you have bricks and blasters operating against you then you have much more difficult decisions to make. Open spaces lets you target the enemies bricks easier but also exposes you to their blasters while tight terrain makes it much more likely that the other sides bricks will get in close enough to hurt you badly.

In supers it has been my experience that different ways of achieving similar goals is a good thing. The more different things that the party can do to the bad guys the less likely that I can justify a villain that is tough against everything they can do. For example a fatigue attack is pretty expensive compared to a basic crushing attack, but if the party has both crushing attacks and fatigue attacks then both my fatigue score and hit point score both become important considerations when designing the op force.
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