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#1 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#2 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#3 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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The versatility of high stats, esp ST, DX, and IQ, is hard to overstate.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#4 | |
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Join Date: Oct 2007
Location: Vermont
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Most of the players I've run in Super's campaigns would MUCH rather run a character that lets them mimic the exploits of Wolverine, Batman*, Spider-Man*, and the Hulk than Cyclops, The Human Torch, or Green Arrow. Most of the most popular characters in comics either lean towards melee (like Wolverine and most of the Bat-family) or are balanced melee and ranged fighters (Like Captain America and Superman). Range focused and purely ranged fighters (like the Punisher and Green Arrow) are much less popular. *Yes, I know they have ranged attacks, but they are primarily melee fighters.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#5 |
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Join Date: Feb 2009
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My favorite and first Supers RPG character was pretty much a ranged guy, basic idea was like Curt Schilling++
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#6 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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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#8 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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"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] |
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#9 |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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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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#10 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Quote:
In any case, the thread was melee vs range, not tough vs squishy. |
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| Tags |
| balance, melee, supers |
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