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The things I've learned playing a Speedster...


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Re: The things I've learned playing a Speedster...

 

You will almost always have the initiative. Force the enemy to react to you, when possible, rather than the converse. If you miss but force them to abort, that's a good thing. You have many more phases to burn than they do. This is especially important when working in a group -- if you force their mentalist or AoE specialist to abort, not only is that good for you, but your teammates will thank you as well.

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Re: The things I've learned playing a Speedster...

 

The higher my speed' date=' the less likely I'll ever get to go to the bathroom during the combat.[/b'] :nonp:

 

But what about the venerable Marvel speedster - The Whizzer?

 

Multiple Move-bys are your friends. Take CSLs to make thenm feel more welcome.

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Re: The things I've learned playing a Speedster...

 

Tire iron: found in any parked car

Mailbox: found on most street corners in major cities

Having a 30 Str with Autofire when facing Grond: Priceless

 

 

Grond gets real distracted when you shove a mailbox over his head and beat it with a tire iron.

 

Nuf said.

 

Paladine

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Re: The things I've learned playing a Speedster...

 

Teamwork is your friend. With your high dex, spd and movement, you can coordinate attacks with ease, and increase the chance of your move-through target suffering knockback. Just make sure you come in from an adjacent hex, if only to give a passing nod in the direction of "the laws of physics."

 

And for those who are too stingy to cough up 3 measly points, help them last. It may seem petty, but it drives the point home that those who refuse to take the skill are not team players, and thusly, it's actually good roleplaying. But don't overdo it. If they genuinely need you help, give it. It may be the roleplaying reason they need to buy the skill.

 

Side Note: It is always important to respect the roleplaying concerns of your fellow players. They often have a clearer idea of who their character is in their head, than that which they can put into words.

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Re: The things I've learned playing a Speedster...

 

Attempting 30" Move Throughs on a bad guy in a silk gi with embroidered red dragons and a Held Action is Not A Good Idea.

A silk gi with a held action? Now I want to build a martial artist who's clothing can act independently.

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Re: The things I've learned playing a Speedster...

 

As a speedster, you have a built in way of making others wonder just what are you up to.

 

If you do as said by other's, hold actions, move on off phases, and never become someone that can be pridictiable, you can pull all off all kinds of suprise manueavers.

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Re: The things I've learned playing a Speedster...

 

Without enough END' date=' you're a sprinter not a marathoner.[/b']

 

Running out of END while crossing the Atlantic is embarrassing.

 

Sounds fatal.

 

Lucius Alexander

 

"Or at least inconvenient" observes the palindromedary

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Re: The things I've learned playing a Speedster...

 

Once used a villain with SPD 12 and Dex 50 in my campaign (usual limits of Dex 33, SPD 7). I think he made it till segment 4 - then someone just area-attaked the hex he was in with some Big Thing and punched him out.

 

So, dear Speed-Monsters: HOLD YOUR ACTIONS once in a while!

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Re: The things I've learned playing a Speedster...

 

Just because you can act, doesn't mean you should.

 

I know this has been said a couple of times already, including the previous post, but we cannot stress this enough. If you cannot do something effective, do nothing, and wait for better opportunities, they will come. Either an opponent will be stunned, or they will reduce their own DCV to pull off an attack. One of the most effective things you can do is screw up people's haymakers. Either you hit them hard enough to screw it up, or if it's a melee haymaker, you grab-by their intended target. Now they're the one who's wasted an action, and they've dropped their DCV for your teammates to gang up on them.

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