11-21-2010, 09:47 AM | #51 | |
Join Date: Jan 2010
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Re: [Supers] What's the point of making Mêlée-oriented characters?
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11-21-2010, 10:31 AM | #52 |
Join Date: May 2010
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Re: [Supers] What's the point of making Mêlée-oriented characters?
You mean "with just the right amount of armor" - enough that the melee guy can overcome it but the ranged guy can't.
The point here is not that the melee guy is never better. The point is that "enemies with just the right amount of armor to make the melee guy crucial" is a less common situation that "enemies at a distance." It's the question of whether you'd trade your rifle for a sword that did lots of damage. The sword would be useful sometimes, but the rifle is preferable a solid majority of the time. Anyway, when your melee guy is charging the armored guys, that's when my Super Soldier gets out the armor piercing rounds and/or explosives.
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
11-21-2010, 10:38 AM | #53 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Supers] What's the point of making Mêlée-oriented characters?
And my dad can beat up your dad.
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11-21-2010, 10:52 AM | #54 | |
Join Date: Aug 2004
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Re: [Supers] What's the point of making Mêlée-oriented characters?
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Fliers able to carry people to safety were invaluable. Fliers who could at least scout the building to see where people were at were greatly appreciated, Bricks who could take the killing attack of fire and ignore the NND of smoke (Defense is life support) and get TO the victims were the stars of that game. Beamers who could cut open exits in the outer wall helped. Awesome fire shooting guy was the game's doofus.
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11-21-2010, 11:49 AM | #55 |
Join Date: Dec 2009
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Re: [Supers] What's the point of making Mêlée-oriented characters?
One problem with the rifle argument is that modern soldiers don't have a hundred points, or even twenty points, in Flight and accessories for it, but in a supers game everybody needs a movement ability to be a contender. Just getting to the fight can be a burden otherwise.
Further, the archetype with the second-best movement… is blaster. (The first best movement is, of course, a movement specialist.) The "generic" blaster wants to be able to hover over their target while raining death and status effects, which takes maybe 50 points to account for some reasonable target mobility, and with 500-point supers I usually see more like 100 points in movement on a blaster. Another problem with the rifle argument is that range is mostly used for sniping, which is generally contraindicated to supers GMs outside Iron Age. I don't think I've applied a range modifier for triple-digit yards in supers — it's up to a few tens of yards, or it's miles. I see maybe 200-300 of 500 points in blasting on a blaster, but blasters often forget they need defense, so assume 200. If you also assume they don't have much else in the way of enhancements or limitations on that, taking Melee Attack: 1 instead of Increased Range: ×5(½D between the Assault Carbine and the ICW) saves ~38% of that, or ~75 points. Add one level of Enhanced Move: Air, +25 Air Move, and 5 points in misc. Maybe shift some DR and Air Move to HP for a "jouster" brick. And all that assumes the brick has the same options for emergency AOEs and the like. Yeah, I'm not seeing a problem. The impending doom from a jouster can draw aggro, but they're a brick now, so yeah. I think he means it's false on one side and incoherent on the other side.
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Last edited by Darekun; 11-21-2010 at 12:03 PM. |
11-21-2010, 12:09 PM | #56 |
Join Date: May 2010
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Re: [Supers] What's the point of making Mêlée-oriented characters?
Darekun,
Let me see if I can make your point more concisely: are you arguing that ranged attacks are less useful when everyone is highly mobile? That may be right, and is probably one of the most important arguments for melee supers. (That, and the fact that GURPS Supers lets you use the super abilities table for ST but not Innate Attack).
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
11-21-2010, 12:16 PM | #57 | |
Join Date: Dec 2009
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Re: [Supers] What's the point of making Mêlée-oriented characters?
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Yeah, I haven't used that rule yet, can't comment on how it plays >_>
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If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
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11-21-2010, 12:44 PM | #58 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Supers] What's the point of making Mêlée-oriented characters?
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Bill Stoddard |
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11-21-2010, 12:48 PM | #59 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Supers] What's the point of making Mêlée-oriented characters?
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11-21-2010, 01:00 PM | #60 |
Join Date: May 2010
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Re: [Supers] What's the point of making Mêlée-oriented characters?
Yeah. Cyclops' eye beams are also sometimes portrayed as doing ridiculous things.
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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balance, melee, supers |
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