Re: Powers Issues -- S-T
My thoughts on Tunnelling.
Wow. I'm surprised no one has actually brought this up. This is, beyond the shadow of a doubt, THE least purchased power in the entire game.
Let's look at why.
1) Tunnelling is perceived by many players as stupid. Yeah, I hate to say it, but it's true, people look at tunnelling and say "Yeah, that's either a villainous power, or a dirty one."
2) Tunnelling is cost prohibitive. Let's look at the cost of tunnelling. 1" of Tunnelling costs 5 points. 1 DEF of Tunnelling costs 3 points. Would you rather have 15" of flight, or 6" of Tunnelling through 6 DEF. A normal house can have more than 6 DEF. This is really not very exciting.
3) Tunnelling is only effective when you build weird characters or buy weird powers. Example: Shaped Charge to Blow a door. It is so much more effective to buy this as Tunnelling with 1" of movement and a heap of DEF that compared to Killing Attack, it just blows it away.
My suggestions: Lower the cost for an inch of movement to 2 per hex (Or MU if you take my other suggestion), and standardize it with every other movement power in the game. DEF is not free. You still get 1 DEF for every " of movement, but now that costs 2 points instead of 3. Tunnelling is not that fast, but it still should still be able to somewhat compete with other movement powers without breaking the game.
The truth: No one cares enough about the Tunnelling power to really give it a serious look, IMHO.
But these fixes need to happen.
Should Stretching provide Velocity Damage.
Themewise, yes, but my contention is that the mechanic for doing so is not worth the cost of the granularity. My players, some of whom are IQ 180+, cannot do the crunching of numbers related to this on an internal basis, AND frequently forget that the velocity damage exists, usually causing them to receive a point break when I tell them they're breaking the damage cap.
It's not that it's not believable, it's that it doesn't intuitively follow from the rest of the power that it deals damage, and people can't wrap their mind around the movement distance versus impact strength ratio. So my decision to ask this to not happen anymore is entirely based on watching people look at me and say "It deals damage? What?"
And my contention, really, is that while I can run an extremely rules heavy game with 40 pages of house rules and still get in the TONS of RP, not everyone can. Kudos to Rod Currie for making Rick Davies playable to new players at a gaming table for so many years. So the intuitive nature of Stretching needs to change, and the velocity damage needs to go away.
While everything that Wizards is doing with D+D 4th edition is wrong, their general unspoken strategy (Which they are not properly marketing) of making the game more comprehensible for convention crowds is a philosophy that also applies here.
Last edited by Balabanto; Feb 28th, '08 at 04:35 AM.
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