Shadow Posted April 21, 2009 Report Share Posted April 21, 2009 Hello Forum (I'm aware of another thread of a similar nature but didn't want to impose on it so I started my own thread) I'm about to run a PbP game and have a small question regarding campaign limits The Campaign Character Creation guidelines (for now) are as follow. __-__-__-__-__-__-__-__-__-__-__-__-__-__-__-__-_ ***Your Character should be fit enough (~50 at most) to "Save the Day" in 70 years so max starting age should be ~35 (barring any other special abilities like longevity). ***All powers should cost 50/60/75* points or less before modifiers are applied. ***DC is capped at 10/12/15*. ***Max Power real cost is 50/60/75* before applying "Power Framework" modifiers. ***SPD is capped at 4/6/8*(can exceed by paying double cost). ***OCV is caped at 10/12/14*. ***DCV is caped at 10/12/14*. ***NCM is standard for campaign (all start with it and gain no point for it). ***"Multi-Power"(MP) is the same power used in different ways and "Elemental Control"(EC) is a group of powers derived from a well defined shared source. ***MP have no cap on the reserve limit (the powers in them still have all other mentioned restriction) and a -0 limitation stating that no more then one power from the MP can be used at once. ***A slot in the MP can have a +1 advantage that will allow it to be used at the same time as another power with this advantage from the same MP. (All slots will still need to follow all other rules regarding the use of more then one slot at a time) ***EC can have powers that cost no END but this power needs to take a +3/4 advantage to do so (STR and movement powers need that advantage too unless they are built in such a way that they spend END on a constant basis). ***Characters receive "Trigger Resilience:+10 CON; Limited Power Only to resist being Stunned (-1/2)" and "Trigger Vitality:The character ages at a slower rate then normal (1 year for every 5)" for free. Regardless of statements made above all Characters will be subject to final approval by me (obviously ;P). *normally/secondary signature/Main signature. __-__-__-__-__-__-__-__-__-__-__-__-__-__-__-__-__-__-__-__-__-_ My question is what should I set as Defense (PD/ED) and Resistance Defense (rPD/rED) Cap ? (how do you figure such a thing anyhow do I go by standard damage or is there some formula out there?) Any other remarks or questions about the game and what I've stated above will also be welcomed of coarse . and as I side note I haven't decided where to host it yet ...any recommendation (I'm currently leaning towards RPOL.net) Quote Link to comment Share on other sites More sharing options...
mikesama Posted April 23, 2009 Report Share Posted April 23, 2009 Re: Campaign limits (for a PbP game I'm about to run) Quick rule of thumb is 2-3 def per DC depending on how crunchy you want your heroes to be. Quote Link to comment Share on other sites More sharing options...
secretID Posted April 23, 2009 Report Share Posted April 23, 2009 Re: Campaign limits (for a PbP game I'm about to run) I think the question is how long you want combats to last and how many hits you want characters to be able to take. I would assume that most players will max or almost max DCs, so everyone will have at least 10 dice, and many will have 12 or more. That's 35 or 42 average damage per hit. If average STUN is 35-40 (and I would recommend capping STUN), you can calculate DEF from there based on how many hits you want on average. If you want characters to go down after about 3 hits, then you would want DEFs around 25. (42-25 = 17; 17x3 = 51; that's higher than expected average STUN, but that allows for recoveries during combat.) The custom advantage for MP powers is pretty cheap. If a player puts it on every MP slot, that will at most double the AP cost of the MP reserve, while giving something that's probably worth a lot more than that. E.g., in a 4-slot MP, in which each power has +1/2 in other advantages: 45 reserve 4 slot 4 slot 4 slot 4 slot Under the standard rules, to make them all usable at once, you'd have to pay 135 more points, to increase the reserve to 180. With your house rule, it looks like: 75 reserve 7 slot 7 slot 7 slot 7 slot That's only 42 more points. You can watch that of course, but it caught my eye. Quote Link to comment Share on other sites More sharing options...
Shadow Posted April 23, 2009 Author Report Share Posted April 23, 2009 Re: Campaign limits (for a PbP game I'm about to run) Quick rule of thumb is 2-3 def per DC depending on how crunchy you want your heroes to be. I think the question is how long you want combats to last and how many hits you want characters to be able to take. I would assume that most players will max or almost max DCs' date=' so everyone will have at least 10 dice, and many will have 12 or more. That's 35 or 42 average damage per hit. If average STUN is 35-40 (and I would recommend capping STUN), you can calculate DEF from there based on how many hits you want on average. If you want characters to go down after about 3 hits, then you would want DEFs around 25. (42-25 = 17; 17x3 = 51; that's higher than expected average STUN, but that allows for recoveries during combat.)[/quote'] Thanks, this is exactly the kind of answers I was looking for (not only the Cap but also how to figure/calculate it out ) REP to the both of you he custom advantage for MP powers is pretty cheap. If a player puts it on every MP slot, that will at most double the AP cost of the MP reserve, while giving something that's probably worth a lot more than that. E.g., in a 4-slot MP, in which each power has +1/2 in other advantages: 45 reserve 4 slot 4 slot 4 slot 4 slot Under the standard rules, to make them all usable at once, you'd have to pay 135 more points, to increase the reserve to 180. With your house rule, it looks like: 75 reserve 7 slot 7 slot 7 slot 7 slot That's only 42 more points. You can watch that of course, but it caught my eye. It was meant to be in addition to the need of the powers to fit together within the MP Reserve limit. I will need to make it clearer for the Character Creation form I'm making, Thanks for noticing . EDIT:the clearifide lines regarding MPs ***MP have no cap on the reserve limit (the powers in them still have all other mentioned restriction) and a -0 limitation stating that no more then one power from the MP can be used at once. ***A slot in the MP can have a +1 advantage that will allow it to be used at the same time as another power with this advantage from the same MP. (All slots will still need to follow all other rules regarding the use of more then one slot at a time). Quote Link to comment Share on other sites More sharing options...
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