08-18-2009, 02:06 AM | #21 | |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: GURPS Supers Gameplay Balance
On the contrary, you can have more than 100 per group.
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08-18-2009, 09:25 AM | #22 | |
Join Date: Sep 2004
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Re: GURPS Supers Gameplay Balance
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Generally I try to get players to focus on having decent attack (ability to wound at least DR50) and a decent defense (survive a 20d+ attack). It helps with the frustration factor. I'm not against the "Cyclops" or "Storm" type characters w/powerful abilities and normal human frailties; it's just that they tend to spend a lot of time in recovery if they are fortunate enough to pass their life checks. At the 500point street super level they probably shouldn't be up against military/hunting hardware. Shotguns and pistols might be a lethal enough challenge even on relatively normal thugs. |
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08-18-2009, 11:48 AM | #23 | |
Join Date: Aug 2004
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Re: GURPS Supers Gameplay Balance
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08-18-2009, 11:56 AM | #24 | |
Join Date: Aug 2004
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Re: GURPS Supers Gameplay Balance
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Also, don't ignore the defensive potential of abilities that on the surface look mostly offensive. Cyclops is known for blasting projectiles out of the air and directly countering others' energy beams with his own optic blast, which could involve some type of Enhanced Defense, Power Parries, etc.; Storm generally whips up some weather before laying into her enemies with lightning bolts, which if her Control Weather ability is not an alternate to her Innate Attacks, could mean that she's starting off combat by whipping up winds or fog or what have you to penalize her enemies' attacks by as much as -10; Spider-Man frequently makes shields out of his webbing; you get the idea. |
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guns, power, supers |
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