07-14-2018, 03:18 PM | #11 | |
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Re: Normal Protoganists versus Superhuman Antagonists
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07-14-2018, 03:45 PM | #12 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Normal Protoganists versus Superhuman Antagonists
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07-14-2018, 04:05 PM | #13 |
Join Date: Feb 2016
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Re: Normal Protoganists versus Superhuman Antagonists
I think that breaks down at 750 points though, as a 750 point character will be better at everything than a group of five 250 point characters. At 750 points, an antagonist can be a 'perfect' human, allowing them to have ST 20, DX 20, I 20, and HT 20, as it 'only' costs them 600 points. With suitable cinematic advantages and cinematic skills, they do not even need superhuman abilities to beat five 250 point characters.
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07-14-2018, 04:32 PM | #14 | |
Join Date: Dec 2007
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Re: Normal Protoganists versus Superhuman Antagonists
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07-14-2018, 05:39 PM | #15 | |||
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Join Date: Mar 2012
Location: far from the ocean
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Re: Normal Protoganists versus Superhuman Antagonists
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The above tends to tied your hands a lot more when attacking PC's as opposed to defending. You have more options for giving NPC's escape routes. and yes, part of the art of being a good GM is timing when the big bad will go down. Quote:
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07-14-2018, 06:48 PM | #16 |
Join Date: Feb 2016
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Re: Normal Protoganists versus Superhuman Antagonists
Luck also plays a roll though. Especially in GURPS, a critical success on a brain hit can take out practically any human scale individual (especially if it followed an Affliction that took out an opponent's special defenses). I have seen a party of 500 point characters take out a 2,000 point character during the first turn of combat because of bad luck on my part and good luck on theirs.
One of the problems that can occur with a high point supernatural villain is the intersection of Compartmentalized Brain, Duplication, Extra Attack, and abilities that take advantage of the three of them. For example, a 500 point villain with Compartmentalized Brain 2 [100], Duplication 2 (No Sympathetic Injury, +20%) [84], and Extra Attack 2 (Multi-Strike, +20%) [60] can effectively make six mental attacks and nine physical ettacks per turn. An unprepared group of five 250 point characters might find themselves effectively ungunned, even though they outnumber the enemy 5:1. |
07-14-2018, 07:50 PM | #17 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: Normal Protoganists versus Superhuman Antagonists
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I like high point values, primarily because that allows for characters with highly detailed, point-inefficient backgrounds, where theoretically possible (if implausibly rare) characters are experts in many fields, each of which they have studied for thousands of hours, instead of point-efficiently having actual superpowered IQ and DX and perhaps Modular Ability for a few skills, as well as the few skills used every session raised to Attribute+2 or so. But I realise that it will cost the merest fraction of the point budget of the PCs to make NPC threats that challenge them, because these only have to spend their points on traits relevant to their role in the game. A 500 point character can be a character from a comic book that has no relationship with reality in any form or it can be a realistic former Special Forces officer who runs a successful contractor company. A 100 point character with access to any trait a player wants can easily defeat the latter, but that's because points aren't a measure of combat power. They're a measure of how desirable a given trait is to the average player.
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07-15-2018, 12:39 PM | #18 |
Join Date: Feb 2007
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Re: Normal Protoganists versus Superhuman Antagonists
True that^^^. If 250 points don't include some way to survive gunfire, for ex, an encounter with even one 25-point guy with a pistol and a few points in using it effectively is likely to go badly for him.
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07-15-2018, 01:56 PM | #19 | |
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Join Date: Jul 2006
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Re: Normal Protoganists versus Superhuman Antagonists
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Sigh. |
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07-16-2018, 12:12 AM | #20 | |
Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
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Re: Normal Protoganists versus Superhuman Antagonists
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Really high hit points. Good DR, but not high enough to completely block an M16. Injury tolerance (homogenous) Warp power (with limited range) Altered time rate Really weak (low damage) innate attack with a good armour divisor. After trying guns and grenades, the PCs eventually took him down with a rocket launcher. I think two of the six PCs were knocked unconscious but everyone survived.
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