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#1 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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While no expert on the rules of imbuements, but I understood they were for use on Gear, And would look at any player funny if they tried to apply them to an IA.
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#2 |
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Join Date: Feb 2009
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Heh, Steel Angel Chaly Alpha the Danmaku Shooter Girl tends to get crushed a lot . . . . even if you have very high dodge their is just something about sending a deluge of firepower downrange every round that just attracts the slings and arrows of outrageous fortune
So, rakes up kills, but also spends a lot of the time being so much divine scrap metal awaiting repairs |
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#3 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
A more distant analogy would be armed forces: you can have all the artillery you want, but sooner or later you have to send the tanks in to take the enemy's ground away from them. Blasters, like artillery, tend to be vulnerable in close quarters fights; they need to be shielded by immobile defenses or by their less vulnerable brick teammates. Bill Stoddard |
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#4 |
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Join Date: Feb 2009
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Oh yes, also Striking ST - My favorite Katana is cheap
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#5 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Quote:
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#6 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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High Defeace or Mobiliy powers are as much a part of the Arc types as the Mêlée part.
But toy Quote Ben Grimm "You can always tell where the X-Men have been, by the trial they leave behind" or in otherwards, Blasters are Collateral Damage Generators, Both Property and Bystanders. |
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#7 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#8 | |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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Quote:
I've also experimented with the idea of varying caps based on the 'archetype' you're looking to fill. You're the brick? You're allowed more DR than the blaster; he simply can't reach your levels. On the flip side, you can't match his damage output, either... |
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#9 | |
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Join Date: Jul 2008
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Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#10 | ||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
Quote:
Bruno's point is very important . . . unless your blaster also invests heavily in Control, Telekinesis, etc., makes sure to take an alt attack that has Overhead, and so on, he'll eventually run into something he can't just shoot to solve the problem. Lifting, bending, lobbing, and otherwise interacting with large chunks of the environment is a big deal. In my previous fantasy campaign, which verged on supers, the strong guy wasn't in fact mainly useful as a damage-dealer. His real role was lifting indestructible gates, carrying frail NPCs up cliffs on his back, humping the group's extra rations for a whole week, singlehandedly holding back phalanx presses, etc. And Bill's point is almost as important. Objectives have to be taken. Killing everybody from afar is rarely possible . . . Some people will take cover behind things with too much DR and HP to blow away, while others will themselves have too much DR and HP to blast and need to be wrestled, pinned, and cuffed. Who's going to go in there and do that? And once you have that ground, who's going to have the DR and HP to become that obstacle for your side, forcing the enemy to come in and take it back if they want it? Also, if things get really military, who's going to stack shipping containers and bags of cement into a makeshift fortress, or dig 100' of trenches in record time? I think that it's best to see bricks as heavy machinery: backhoes, bulldozers, tanks, and cranes. Regarding them as damage-dealers is tempting, but not quite accurate. Not that they're slouches in that department, but the point is that it isn't their main job. Then there are non-brick melee fighters. These guys customarily put all the points they save by not buying ST, HP, DR, or ranged attacks into active defenses and mobility. This makes them useful scouts and skirmishers, which are also valuable roles not directly connected to doing damage. Bad guys can't just ignore some ninja type spying on them and pelting them with nickel-and-dime attacks; sooner or later, he'll see something that will mess up their plans or drop enough small change to punch their ticket. But if he's able to zip in, hit, and zip out faster than they can run, and capable of dodging bullets, then they'll have to commit an inordinate measure of resources to stopping him. In actual play, the most annoying and arguably powerful heroes are this last type. They have stupidly high DX, Basic Speed, Basic Move, Dodge, Extra Attacks, and weapon skills, and spend most of their time not being hit whilst throwing unavoidable Deceptive Attacks many times a turn. If they have Luck and/or are allowed to spend points to convert nasty hits to flesh wounds, they basically just run up and win. Sure, the blaster may get a dozen shots in the interim, but these mostly get dodged or force the bad guys behind cover; even if you allow Deceptive Attack with ranged combat, range and cover penalties eat into it. Once the ninja or swashbuckler gets in the enemy's face, the fight is over, although there may be a delay while the brick lumbers up and does the actual clapping-in-irons part.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| balance, melee, supers |
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