05-08-2012, 04:03 AM | #11 |
Join Date: Aug 2009
Location: OK
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Re: differing power levels within a party: The Avengers
I'm curious. How about magicians? Have you had any experience with them? It seems like they would have all sorts of abilities that could short-circuit any adventure.
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05-08-2012, 05:04 AM | #12 | |
Join Date: Oct 2009
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Re: differing power levels within a party: The Avengers
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In combat, sometimes the fight starts before anyone but the speedster has a chance to get there. (Unless the supers are the target of the enemy, but that might not be the most interesting kind of battle.) At best the speedster gets a few rounds of solo combat, at worst the speedster finishes the battle himself. This problem is exaggerated by making it difficult to design proper challenges and needing multiple weaker enemies to make fights reasonable interesting. But this isn't a world-breaking problem, I think. It's just that one player gets to do so much more interesting stuff than the others. It's game-breaking. Regards Ts |
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05-08-2012, 05:44 AM | #13 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: differing power levels within a party: The Avengers
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In a way, it shows up in strategy games. For instance, there's a game where Cossacks are ridiculously fast horsemen compared to other units. That seems to make people think that their speed alone is a gamebreaker. The game has two types of those cossacks - the cheap but weak version and the normal version. Well, the cheap one is near useless other than for scouting. Why? Because even though they outmanoeuvre the enemy heavy cavalry and heavy infantry easily, once they actually get to the objective, they still need to defeat the static defences. OTOH, the normal version is actually a decent hit-and-run unit, but they can't stand up to other 'brick' and 'dps' units once those get into range. Same thing I wonder about speedsters: Okay, so she gets to the crime scene faster. Are you saying she has points for being a speedster and for single-handedly defeating the opposing force that was intended as a reasonable threat to a group of 3-5 supers? Yes, speedsters are great for cleaning up weak targets spread around the city. Is that such a big part of the game? |
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05-08-2012, 06:13 AM | #14 | |||
Join Date: Oct 2009
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Re: differing power levels within a party: The Avengers
Well, there's a couple of things.
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But if it comes to combat ... Quote:
Even when the team is collectively at the battlefield, the speedster still gets multiple actions per round and never wastes time acquiring a new target. The player has more fun due to this, imho. Quote:
Of course the speedster shouldn't run into a clustered mob of dangerous enemies all by himself. But that mob shouldn't stand around like that either with explosive-like IAs coming their way soon, so being spread is a perfectly valid thing for enemies to do. Anyway, this if from my very limited experience with super games. Next time, making sure that everyone can get to the fight on time and switch between targets quickly will be one of my priorities or else the melee brute is stuck in the background again ... (Be it due to the blasters or the speedsters.) Regards Ts |
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05-08-2012, 06:15 AM | #15 | |
Join Date: Jul 2007
Location: West Virginia
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Re: differing power levels within a party: The Avengers
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Other Avengers from the comics had further stunts. Wasp, because she was small, fast, and had a good energy projection, could reduced large foes to helplessness, fast. Tigra had speed a keen senses. Quicksilver had superspeed. Scarlet Witch could twist luck around her little finger. No matter what the gift, Captian American made them re-enforce each other.
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Per Ardua Per Astra! Ancora Imparo |
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05-08-2012, 06:26 AM | #16 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: differing power levels within a party: The Avengers
IME one of the scariest supers* concepts is someone like Mystique, but with Improvised Morph. At 250-300 points and with some mental gymnastics, an improvised morph with some proper limitations (resulting in an affordable cost) becomes a serious Jack of All Trades, always having a solution to a problem. At 1000 points, the Improvised Morph gets enormous flexibility for a very affordable cost.
Modular Abilities (Skills) come a close second in terms of scariness, depending on just how much use there is for having a point in any skill (or even several). (IME, a single point is a lot.) * == it was not quite a Supers campaign in most senses, but the characters pretty much were. |
05-08-2012, 08:01 AM | #17 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: differing power levels within a party: The Avengers
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A lot of systems have artificial restrictions to prevent speedsters from totally dominating the game. For example, you'll have most abilities take the form of exponential growth in effectiveness, but speedsters will have linear growth in number of actions (Champions does that, for example—you can multiply lifting strength x100 fairly trivially, but you can't multiply speed x100). And most systems don't even give a nod to kinetic energy varying as the square of speed. GURPS Altered Time Rate certainly doesn't! Even with those limitations, though—I played a speedster in a friend's campaign (the one that was the playtest for GURPS Supers). She had Basic Speed 12, and Dodge-16—or 17 from Daredevil if she was doing something bat**** crazy. A character who always goes first, who gets two actions per second, and who can effectively never be hit makes a pretty effective combat monster. Bill Stoddard |
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05-08-2012, 08:03 AM | #18 |
Join Date: Feb 2005
Location: Austin Texas
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Re: differing power levels within a party: The Avengers
I played a character in a modified Shadowrun who was a Troll physical mage idiot savant with 3 levels of extra speed. In that system it gave you an entire extra die to decide when you moved and an extra move for every 5 on the roll.
On average I moved at least twice before anyone could react. Luckily I was dumb as a post but I could do 2 stupid (hulkish things I) before anyone else could do one smart thing and it changed the entire flow of the game. I tried to make them quick moves so they didn't take much time but speedsters really can change the entire game.
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05-08-2012, 08:06 AM | #19 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: differing power levels within a party: The Avengers
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05-08-2012, 08:08 AM | #20 | |
Join Date: Aug 2009
Location: OK
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Re: differing power levels within a party: The Avengers
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I haven't used the GURPS magic system in a Supers game, but I've gotten close enough with fantasy games, and with even three or four hundred points, it becomes nearly impossible to stop them. They have so many options. They're mind control, plus all of the other stuff they can do. They can teleport. They can toss up Force Walls. They can becomes invisible and silent. Looking at the 500 point Master Mage template in Supers, it looks like he would cause me way more trouble than would the 2,000 point brick. I would have no idea how to create interesting things for him to do--and that's if he's alone! Put him in with the Sifu and the Blaster and the Man Plus and how do I ever give the other characters time in the spotlight? How do I even get them to work together? And those are guys he doesn't just completely overshadow, like the Mesmerist. Last edited by ErhnamDJ; 05-08-2012 at 08:18 AM. |
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