10-28-2020, 07:53 PM | #51 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Avoidance versus Resistance [Supers]
That's a thing I systematically avoid doing. Even in comedy, as The Great Lorenzo said, "The essence of comedy is playing it straight."
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Bill Stoddard I don't think we're in Oz any more. |
10-28-2020, 08:01 PM | #52 |
Join Date: Jun 2010
Location: Dreamland
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Re: Avoidance versus Resistance [Supers]
I agree, but I'm not sure how that isn't what I was saying.
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10-28-2020, 08:39 PM | #53 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Avoidance versus Resistance [Supers]
I've always understood "tongue in cheek" to be more or less the opposite of playing it straight. Perhaps I've misunderstood.
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Bill Stoddard I don't think we're in Oz any more. |
10-28-2020, 09:30 PM | #54 | |
Join Date: Jul 2008
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Re: Avoidance versus Resistance [Supers]
I'm not sure what follows is really an avoidance vs. resistance dichotomy. Usually with that we're talking about defenses that don't care how strong the attack is (active defense, mirror images, etc) vs. defenses that do (various forms of being tough enough to take the hit). And especially in supers, there's little or no barrier to using the former sort of defense while also having a powerful offense and being basically able to hold ground.
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When you're not fighting intentionally stupid MMO mob AIs, that's not entirely impossible, but it's a much more limited gambit. It can work against dumb animals, and it can work against smarter animals briefly, but only until they take a moment to think about what they're doing and what they should be doing. That's a problem with fixed fortifications in war, after all. Unless the enemy's ultimate objectives are inside the fortification or it is entirely blocking a choke point, they can leave a force to prevent sorties and then bypass it with their main force rather than stopping until it can be reduced. Armies and SWAT and brawlers are not to superspies and detectives and stalkers as tanks are to DPS. Line fighters are the DPS. They don't make the enemy come at them by being big or resilient or impressive, though none of those hurt. They make the enemy come at them by being able to destroy anyone who tries to bypass them. (Or, of course, they go at the enemy - SWAT doesn't tend to fight defensive actions.) Meanwhile those sneaky specializations generally don't do a lot of damage fast - they do a little carefully selected damage (when that's what they're after) to targets that line fighters wouldn't be able to reach. Some of that carries over fine into ttRPG situations, but some of it not so much. In supers, the obvious issue is that blasters tend to hit harder than bricks on the same points, and not do so from a position where the enemy (at least the enemy blasters) would have to go out of their way to return fire. Pretty much exactly unlike line troops and artillery on a battlefield. (Stealth types do seem like they'd work fine in the view you're going for - a noisy attention-holding diversion is a great boon to stealth, sneaking up on people is slower than openly hurling yourself at them, and it's hard to hold ground when your core paradigm is never letting the enemy know what ground you're currently occupying.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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10-28-2020, 09:42 PM | #55 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Avoidance versus Resistance [Supers]
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By a more conventional definition, infantry are tanks (they're something disproportionately tough you're forced to attack rather than the stuff you want to attack), it's just that they do it by creating zones that are expensive or dangerous to pass through rather than 'aggro'. Tanks and artillery are dps, as they're more focused on attack than defense. |
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10-28-2020, 09:53 PM | #56 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Avoidance versus Resistance [Supers]
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To be relevant to the thread, it's accepting that supers don't really follow anything close to 'realistic' rules while still being able to use those rules for gaming and storytelling. It's building things so bricks can punch radiation death beams away with their bare fists. It's letting the 'supermundane' dodge grenade blasts with cinematic powers. And it's saying that all supers can always seem to survive anything that ends up happening to them without undermining what happens to them. Also, looking at the OP question again, gurps kind of lets you do varying ways of both. You could tank hits via high DR and HP or you can laugh them off with Diffuse or not care with Unkillable + Regeneration. You can avoid getting hit with dodge+luck or with Warp or not let them know you didn't get hit with Illusion. You can combine them with things like Duplication letting a shell take the damage while you do something else important or literally punch bullets out of the air with indestructible fists. |
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10-28-2020, 10:30 PM | #57 | |
Join Date: Feb 2016
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Re: Avoidance versus Resistance [Supers]
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Now, imagine the terror that the potential targets feel when their friends turn to stone. Imagine the panic that they would experience if one of them was petrified in midflight and shattered when they hit the ground. After a while, it would start to seem rational to kill everything in sight, just on the chance that you would hit the culprit. |
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10-28-2020, 10:43 PM | #58 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Avoidance versus Resistance [Supers]
Let me tell you guys, as a long time WoW tank, that you don't have to be a tank to pull aggro. The ranged DPS who accidentally pulled aggro and caused endless problems is a long-standing tradition.
Being a tank is about forcing opponents to fight you instead of your higher priority allies, and then being tough enough, and having the suppression tools necessary (such as area denial attacks) to draw out that combat and make it really suck for them. And as a LoL player let me tell you that if well built a tank played well can absolutely force intelligent and tactically minded opponents to fight them instead their more dangerous allies. It largely involves keeping your body between them and your allies, and generating enough suppression to make getting to your allies without getting rid of you first an endless and nasty slog under fire (in real life that mostly means area denial and suppressing fire, in fantasy combat those things are joined by CC and terrain alterations). |
10-28-2020, 11:09 PM | #59 | ||
Join Date: Jul 2008
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Re: Avoidance versus Resistance [Supers]
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Infantry might be 'tanks'. I deliberately avoided the term, though - and as you say, infantry don't hold the line by manipulating 'aggro'. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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10-29-2020, 05:37 AM | #60 |
Join Date: Feb 2016
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Re: Avoidance versus Resistance [Supers]
One individual ends up drawing the attention and efforts of the enemy. While the end result may not be desirable from a tactical point of view, the fact that the enemy is focused on hunting one individual grants valuable time to your side. For example, such a 'sniper' might draw an enemy force away from a civilian population center or delay them enough for reinforcements to reach a defensive line.
In reality though, enemy forces will rarely go after a classic tank, especially if they do not deal sufficient damage to cause major injury. Harassing the weak points of an enemy before the final engagement is much more likely, as it makes sense to deprive an enemy of support and supplies before a major engagement. After a few days without support and supplies, the strong point becomes weak enough that it can be assaulted. |
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