04-28-2024, 07:55 PM | #131 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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A secondary point is that you're still going to be paying END to use your strength, and it seems you ought to pay it for using your running. But multiplying your strength by 4 only means adding 10 points to it, which is 1 or 2 END per phase. Multiplying running by 4 seems likely to cost a lot more, because STR is exponential, but SPD is linear, and so is Running.
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Bill Stoddard I don't think we're in Oz any more. Last edited by whswhs; 04-28-2024 at 08:01 PM. |
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04-28-2024, 09:13 PM | #132 | |
Join Date: Aug 2007
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Re: supers: nine options
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It could just be that you don't do this because it breaks the mechnics but I am confident that's how it's supposed to work.
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Fred Brackin |
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04-28-2024, 09:36 PM | #133 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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Bill Stoddard I don't think we're in Oz any more. |
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04-28-2024, 09:44 PM | #134 |
Join Date: Jun 2006
Location: Earth, mostly
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Re: supers: nine options
In 3rd ed (the one I'm familiar with), they said that for a speedster what you wanted to do was buy Flight, with the limitation "Limited To Surface". That lets you run at hundreds of kph, run up buildings, and all that fun Flash stuff. Does 6th ed work with that?
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If you break the laws of Man, you go to prison. If you break the laws of God, you go to Hell. If you break the laws of Physics, you go to Sweden and receive a Nobel Prize. |
04-28-2024, 09:53 PM | #135 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
Honestly, I'm not familiar of a reasonably detailed supers system that handles superspeed well, mostly because the way it's actually handled in genre is complete nonsense and it tends to break the turn/initiative system. Mutants and Masterminds is a lot more generous about movement but the result is stuff like "I run two miles, hit you, and run another two miles; good luck responding to that".
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04-29-2024, 01:00 AM | #136 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: supers: nine options
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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04-29-2024, 02:47 AM | #137 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
You can if you put one point into move-by attack.
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04-29-2024, 04:43 AM | #138 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
Quote:
A partial fix could be to apply some of the elements of Flight to Running. Let it have increased noncombat multipliers; let Reduced Endurance apply to the base 12 m as well as purchased Running. But even with that, there's still the incongruity that for about 100 points I could buy the ability to run 180 mph, which is about 20 times the human base; or I could buy the ability to lift a million times as much. The former falls far short of what even a modest speedster like Quicksilver can do; the latter exceeds the capabilities of almost any published superstrong character short of the Silver Age Superman or maybe a really angry Hulk. Never mind the physics; it doesn't seem to do the source material properly. I could decide to put up with it; it only needs a couple more doublings to be pushing at the sound barrier, which may be enough. I'd just really prefer a system where all superpowers are exponential, or one where all superpowers are polynomial, instead of a weird hybrid. I don't know of any system that does that—maybe Absolute Power/Big Eyes Small Mouth?
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Bill Stoddard I don't think we're in Oz any more. Last edited by whswhs; 04-29-2024 at 04:46 AM. |
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04-29-2024, 10:51 AM | #139 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
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Mutants and Masterminds 3e. |
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04-29-2024, 05:09 PM | #140 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: supers: nine options
Yeah, I forgot about that. At least there''s a Ready action, though I don't like the change in initiative.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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