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Old 10-02-2018, 05:29 PM   #61
Rupert
 
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Default Re: How lethal is a master?

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Originally Posted by weby View Post
Many of the things that you only fail seldom, but normal people fail often do not really make sense at even medium power levels, where as example you will lose less FP by running a distance than by walking the same distance..
I'm thinking the solution would be to redo all cases where FP are lost on a 'roll HT every X minutes or lose Y FP' so they are simply 'lose Y FP every 2X minutes' (2X being the time an HT10 person would lose the FP on average). Very Fit would obviously halves loses or double time between loses, as now. That makes buying ones FP up worth more even for people with massive effective HT, but I don't consider that a real problem.

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For anyone planning to run a high power campaign: Get "Supers", read it and use the ideas to place limits and for ideas how to handle many things. That is even if you are not planning to run a supers game(our game is high power fantasy as example, with the characters striving to become gods.)
I really need to re-read Supers.
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Old 10-02-2018, 05:29 PM   #62
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Default Re: How lethal is a master?

With 3000+ points, a magician is capable of purchasing IQ 50, Compartmentalized Mind 10, Magery 13, and have every spell at 60 without difficulty.
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Old 10-02-2018, 06:00 PM   #63
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Default Re: How lethal is a master?

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With 3000+ points, a magician is capable of purchasing IQ 50, Compartmentalized Mind 10, Magery 13, and have every spell at 60 without difficulty.
That doesn't mean that they're allowed to do any such thing, however.
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Old 10-02-2018, 06:08 PM   #64
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Default Re: How lethal is a master?

Why bother limiting them? They might as well be gods at that level of CP, and they would be powerful ones to boot. The power to create a new Universe would be less than half of their CP total.
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Old 10-02-2018, 06:18 PM   #65
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Default Re: How lethal is a master?

Because if they are still 'normal' humans who just happen to have a great deal of power, IQ over 20, and Compartmentalised Mind may not be appropriate. It's just like in a 100-point campaign buying ST25 and HP30 or Unkillable 1 might not be appropriate even though such things are affordable.
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Old 10-02-2018, 06:44 PM   #66
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Default Re: How lethal is a master?

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Because if they are still 'normal' humans who just happen to have a great deal of power, IQ over 20, and Compartmentalised Mind may not be appropriate. It's just like in a 100-point campaign buying ST25 and HP30 or Unkillable 1 might not be appropriate even though such things are affordable.
Of course, it's also important to consider that a character built on 100 points, who later gains over 3000 points over the course of over 7 years of play, is going to be built quite differently from one that starts out at that high point total.
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Old 10-02-2018, 07:30 PM   #67
Fred Brackin
 
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Default Re: How lethal is a master?

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Originally Posted by Rupert View Post
I'm thinking the solution would be to redo all cases where FP are lost on a 'roll HT every X minutes or lose Y FP' so they are simply 'lose Y FP every 2X minutes' (2X being the time an HT10 person would lose the FP on average). Very Fit would obviously halves loses or double time between loses, as now. That makes buying ones FP up worth more even for people with massive effective HT, but I don't consider that a real problem.
The problem is that the length of time human beings in our world can sprint jsut doesn't vary that much. It's under 50 seconds in every case I've ever heard of. Yet it's probably about 40 seconds for anyone who isn't Unfit. I could do that when I was a teenager and i was Overweight.

I beleive that Sprint duration is best based on a simple multiple of HT similar to the breathholding rules. Anaerobic exercise is more similar to holding your breath than any osrt of aerobic exercise.
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Old 10-02-2018, 10:13 PM   #68
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Default Re: How lethal is a master?

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Of course, it's also important to consider that a character built on 100 points, who later gains over 3000 points over the course of over 7 years of play, is going to be built quite differently from one that starts out at that high point total.
That too. My game has PCs from 400 to 1100 points. Some started at 150 points, others at up to 300 points. Thus the oldest (in terms of hours in play) have earned around 1000 points. They are quite different from how I, or any of the players, would build a 1000 point character, even with the same constraints on what can be bought.
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Old 10-03-2018, 07:30 AM   #69
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Default Re: How lethal is a master?

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With 3000+ points, a magician is capable of purchasing IQ 50, Compartmentalized Mind 10, Magery 13, and have every spell at 60 without difficulty.
Except that they are limited to base of 15 in attributes and most special things are hard to get or unavaible. Thus the wizard has IQ of only 24, no compartmentalized mind, sorcery 15 and sorcery talent 5.


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Why bother limiting them? They might as well be gods at that level of CP, and they would be powerful ones to boot. The power to create a new Universe would be less than half of their CP total.
Well, as I suggested, I would recommend that you read supers too for the reasoning of limits.

As for being Gods, yes they are currently at high power demigod level trying to achieve Godhod. Achieving Godhod the the goal of the campaign.

As for creating a new universe, actually seems pretty expensive. At 10^53 kg approx weight for the known universe. You would need close to 1.5*10^26 levels(that is if it was all solid, but close enough for getting an order of mangitude) of create at base cost of 40 at just under 6*10^27 points for the solids, then the same for liquids. As for the gasses you would need the same order of magnitude to get the radius. The diameter is 8.8*10^26 meters so you would need about 4.5*10^26 levels of create gasses at about 1.8*10^28 points.

The solid and liquid numbers are way too high as most of the universe is gas. So they could be alternate abilities to the main ability for creating gases that is he most expensive one.

After that you need to pay the character point cost to stabilize it. That would cost quite a lot as the universe is quite expensive.

So, no it is not half the points really...
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Old 10-03-2018, 07:57 AM   #70
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Default Re: How lethal is a master?

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Originally Posted by Varyon View Post

Of course, it's also important to consider that a character built on 100 points, who later gains over 3000 points over the course of over 7 years of play, is going to be built quite differently from one that starts out at that high point total.
Yep.

I mostly run high-powered campaigns . . . it's just my thing, and the players I've had access to feel the same way. But by "high-powered" I mean "you'll start at 200-250 points and I have no problem playing until you have 2,000-2,500 points." As a rule, the options available to starting characters are fairly modest, even realistic. I prefer to see the incredible stuff develop organically in play, making the "origin story" something living and gamed out – not cut-and-dried like fiction written by the player.

There are always limits on what incredible stuff is available. I'm strict about capping damage dice, DR, movement speed, etc. from powers. Some abilities – whether that's Teleport spells or the Create advantage – simply don't exist in the campaign, and won't suddenly appear 1,000 points later. And everything is subject to not just GM veto but majority vote . . . if a capability seems overpowered, not in keeping with the story or setting, or just likely to wipe out somebody else's established niche, the players can overrule it.

Lastly, not everything that adds to a character's point total is chosen by the player or optimal. There are sometimes rewards – from kings, from archmages, even from gods – that add character points in areas that make sense for the granter regardless of the recipient. There might be weird magic potions or ultra-tech nano that produce changes for the better, but not necessarily changes of great utility ("Wow, I was a ST 8 pencil-neck techie . . . now I'm a ST 8 pencil-neck techie with fangs and claws that can't really scratch our enemies, because I'm ST 8 and stay a mile away with a gun.").

So while I've seen characters in the kilopoints range, they generally weren't built from the ground up as gods. I've even had them in nominally "real world" campaigns where the 1,000 points largely took the form of huge lists of social advantages and high investments in many skills. If I say, "Maximum DX is 15," and somebody wants a 20 in a dozen combat skills, the DX and skills alone are 340 points. If they do the same thing with mental abilities, they're at 680 points before even buying ST, HT, secondary characteristics, advantages, perks, or techniques. And DX 27 [340], IQ 27 [340] was never on the table, so comparisons to that are moot.
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