11-19-2010, 11:56 AM | #21 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Supers] What's the point of making Mêlée-oriented characters?
Ignoring the whole business about ST, let's look at balance for innate attack (melee) vs innate attack (ranged), and that we want to be able to hit on 16-, with a DX of 10, and that we're using crushing attacks. Here's what we need to be able to do so every turn:
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11-19-2010, 12:05 PM | #22 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Supers] What's the point of making Mêlée-oriented characters?
"Not getting hit/hurt" is the bit people keep leaving out. Bricks have lots of HP and DR. Swashbucklers have stupid-high Dodge scores. Both tend to assume give-and-take, and build accordingly. While a GURPS rules expert could dispassionately analyze things and decide that his blaster will have defense, or count on distance being armor, actual play doesn't bear this out at all. Most blasters are seriously poor at defense and soaking up damage, and in a modern-day setting, you really can't count on the foe not having a hidden sniper 1,000 yards away . . . Brick can just take the hit, while ninja guy will likely have Precognitive Parry or Enhanced Time Sense or the like. Blaster just dies.
After 31 years playing RPGs, it's my belief that surviving is more important to combat success than hurting. The PCs standing at the end of the fight are rarely the damage-dealers. Usually, they're the tough guys and the mobile guys. They might have lower body counts, but they're the ones smirking and scraping their pure-offense teammates off the floor.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-19-2010, 12:12 PM | #23 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: [Supers] What's the point of making Mêlée-oriented characters?
This. So very this. As the player with the overwhelmingly defensive mindset, I am always amused at how often I have to carry the Barbarians of the world off the battlefield with a broken leg.
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11-19-2010, 12:13 PM | #24 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Supers] What's the point of making Mêlée-oriented characters?
Quote:
In any case, the thread was melee vs range, not tough vs squishy. |
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11-19-2010, 12:19 PM | #25 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Supers] What's the point of making Mêlée-oriented characters?
Not really true in combined-arms setting . . . there, your side's offense and their side's offense have it out. Then the side with more survivors left when the shooting stops can walk in and take the ground. Also, survivability is crucial to supporting roles like healing, spotting targets, and even hacking computers in a fight. Pure survivor characters are surprisingly useful on their own. And yes, that's relevant to ranged vs. melee because of how actual gamers build real characters. While you might not do this, I feel quite confident when I say that most players of ranged PCs ignore their defense disturbingly, while most players of melee PCs do not. This is in part because entering melee means making a lot more defense rolls, both because you're facing melee attacks as well as ranged ones, and because the ranged ones come from closer up and hit more often.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-19-2010, 12:24 PM | #26 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Supers] What's the point of making Mêlée-oriented characters?
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11-19-2010, 12:29 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Supers] What's the point of making Mêlée-oriented characters?
And, well, if your side has, say, 3 offensive characters (and 2 non-offensive) and their side has 5, on average after the shooting stops your side has zero offensive (and 2 non-offensive), their side has 3 offensive.
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11-19-2010, 12:30 PM | #28 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Supers] What's the point of making Mêlée-oriented characters?
Quote:
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11-19-2010, 12:32 PM | #29 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [Supers] What's the point of making Mêlée-oriented characters?
First at all, Rapid Strike is HUGE. With Weapon Master or Trained by a Master, you get an extra attack per 3 points spent. Also, you can FEINT, giving you an extra way to lower the defenses of the target. Oh, and your offense doubles as a defense, since you get a parry of half your melee skill. So, for 24 points, you get: Two extra attacks, +6 to feints, and +3 to parry. You can also turn them into -3 to the target's defenses.
I concur with Kromm. Surviving is the most important thing. The GM has unlimited goons at his disposal, and it only takes one hit (Big enough to scratch the tank) to turn the glass cannon into glass shards. Now, DR is in my experience, a bad defense. Injury Tolerance: Damage Reduction, and Basic Speed are IMHO the best defenses, with some DR with absorption (healing) to recover from low damage/high RoF attacks. Oh, and ST, with the proper force multipliers (Weapon Master, Power Blow, Imbuements, Super Strength) is actually a more cost effective way of dealing damage. In my 1k marvel-inspired supers game, the most dangerous characters were the martial artist/imbuements guy with Crippling Blow at absurd levels (Inspired by Kenshiro from Fist of the North Star. I allowed him to use Crippling Blow at -30 for instant Death/Heart Attack), ATR and extra attacks. Of course, he had a teleporter/dodge monster that left him portals to get into melee. |
11-19-2010, 12:34 PM | #30 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Supers] What's the point of making Mêlée-oriented characters?
Not unless that blaster is pays a premium for guided shots. Which increases the price difference on the IA form Melee limitation and the Guided Enhancement.
Last edited by roguebfl; 11-19-2010 at 12:38 PM. |
Tags |
balance, melee, supers |
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