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#21 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Well that does change things. But then aren't we back-seat GMing? Is the point of this thread to generate an argument as to why the GM is wrong to allow this? I'm not sure I'm any more comfortable with that.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#22 | |
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Join Date: Jul 2012
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Quote:
That changes my feelings about how to respond. If the GM says it's ok, it's not really your place to complain that he (the other player's character) is too good. You had, I assume, the same points budget. If the game is all about dealing huge damage, and you didn't build as deadly a set of powers, that's a little bit unfortunate but I guess you gotta deal with that as a player. If you're all new ish to Supers/Powers, then maybe the GM ought to run a tester few sessions, allowing people to tweak their builds if they don't work as intended or seem underpowered. That should prevent a feeling of jealousy if your build is 'inefficient'. A better solution is for you to play to your own character's strengths and stop worrying about Mr RoF. Maybe encourage the GM to diversify the foes and challenges so it's not all about the killing. Maybe you have exotic senses, precognition, investigative abilities, super speed, super defences, magic hypnosis, healing, or whatever: these might be more interesting and offer chances for better roleplaying than Mr Trigger Finger. But if the campaign idea was "Supers Kill Bad Guys" and you had a ton of points and built a less efficient death machine, um, bad luck fella. |
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#23 |
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Join Date: Jul 2012
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#24 |
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Join Date: Jan 2014
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Keep in mind that for [168] points (I believe that's what Mailanka worked it out to be), you could get:
DR 23 (Cosmic Defense, +50%) [165] Which cannot be ignored with the cosmic modifier, rendering the attack worthless. Or you could get: Warp (Reliable +10, +50%) [150] Which lets you instantly move 10 yards with an IQ+talent roll, or lets you move anywhere you've been on the planet, with a 30 second wait and an IQ+talent roll. Or: Snatcher (Creation, +100%) [160] Which lets you create any 5 lbs. object or lighter you can imagine with a successful IQ+Talent roll. Honestly, when it comes to superheros, damage is one of the tamest powers there is, since you can usually accomplish the same effect with a rifle or clever use of these other powers. |
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#25 |
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Join Date: Aug 2008
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Sorry I didn't make that clear. I am not the GM, but I am getting thoroughly fed up with this player's insistence on bending anything he builds to ludicrous levels.
If the GURPS build is legal, I'll accept it even if I don't like it - but he also has a bad habit of using real life fast talk and atrocious handwriting (i.e. messy character sheets) to claim just a little bit more than he is legally entitled to. I want to know what the limits of this build actually are in case he tries it again (which he will). One currently active GM in that circle refuses to let him into her game because (to quote) "his characters are ********". The fact that this woman is also his mom should tell you something. |
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#26 | |
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Join Date: Jan 2010
Location: Brighton
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Quote:
Last edited by Tomsdad; 08-02-2015 at 07:40 AM. |
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#27 | |
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Join Date: Jan 2010
Location: Brighton
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Quote:
Last edited by Tomsdad; 08-02-2015 at 06:18 AM. |
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#28 |
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Join Date: Sep 2006
Location: Luxembourg
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For the suit, he may get it as part of the bodyguard job, but then it should only be available while on duty.(and that duty should be enforced by the GM).
Or he bought the gadgeteer as a patron that provide gear. Otherwise, having a 'gadgeteer friend' is only an UB that allow you to purchase a suit otherwise unavailable. Celjabba |
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#29 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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#30 | |
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Join Date: Sep 2004
Location: Medford, MA
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