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Spence

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  1. Like
    Spence got a reaction from Ninja-Bear in General Advice When Creating Champions/Hero System Characters   
    In the end, Hero has a lot of moving parts and options. 
    One thing I have done that was successful in introducing new players to a RPG (not just Hero) is to do a "practice" intro using their second character concept.  I explain that with all Hero's options it can take a try or two (or more ) to actually get the effect you want.  Making a practice character and then playing an encounter or two will help them actually build the PC they really want.  
     
    Hero is one of those games that is truly easy once you grok it, but is also a "chicken or the egg" type of game where you can't really understand how the build rules work in building a character until you play an encounter which you can't really do until you build a character
     
    A run through demonstrating how the powers work in play really helps. 
  2. Like
    Spence got a reaction from Ninja-Bear in General Advice When Creating Champions/Hero System Characters   
    I read through and mostly ignored the dice values listed since that is pretty much up to the GM and their personal decision on point caps.  By saying 12d6 you ensure that new PC's will have 12d6 attacks.  If you said 10d6, they would build to 10d6.
     
    I do have a couple small comments.
     
    You said:
     
    This might imply that Energy Blast always affects ED.  EB can be designated to affect either PD or ED.
     
    Also there is not mention that the game power names (Darkness, Energy Blast, etc,) are simply a way to identify the game mechanic effects.  While Darkness can be bought for the obvious effect of making an area dark, it can also be used to create an area where one can see easily but has no sound. 
     
    You might want to include a paragraph explaining how to determine a potential ability/power's end game effect and special effects and then look at which game mechanic/powers actually achieve the concept.   Consider the Flash (or any speedster), in the comics we see him run past a line of thugs, punching each one in a flurry of super-speed punches.  Trying to buy up the PC's speed to the point they can punch out 10 or 12 henchmen is far too expensive.  So what are we really doing here?  Flash is punching each thug as he runs past at super-speed. 
     
    As an example:  Super-Speed Punches: 3d6 EB (vs PD) Area Affect (line), only in hexes Flash moves thru in this phase, selective target. 
    Lets say Flash has 20 inches of Run.  I move Flash 10 inches through the bank, ensuring I move adjacent to as many robbers as I can.  Then at the end of my move I attack with Super-Speed Punches and do 3d6 to every mook I had moved past, yes because it is selective target you will have to make a separate attack roll for each mook, but Flash isn't sloppy.  Rules requirements are met. move half and then an attack ending my phase.  Narrative description of my turn: Flash unleashes and torrent of super punches as he zips past the bank robbers. 
     
    Somewhere in your paper I would try to convey this concept.  If you don;t then you will miss out on some truly creative Heroes and mostly see straight power buy blasters and smashers.
     
    Just a thought triggered by my own failures to get the concept across to new players
  3. Like
    Spence got a reaction from Lord Liaden in Why NOT use a multipower for magic?   
    I've been following this thread and I have to say, you're not discussing the rules or balance. 
     
    You are discussing setting/genre convention preferences as if they were rules.  This with a heavy dose of D&D class restrictions.
     
    I have seen MP's used by warrior types with the slots being special swordsmanship maneuvers making them every bit as effective as a mage.  At least in close combat.
     
    The real issue here is if you are going to limit warriors to be semi-"realistic", then you have to do the same (somehow) with the magical types.  It is not that MP's inherently unbalance anything.  It is imposed restrictions on one type of character has nerf'd them when compared to the other. 
     
    If the intention is to restrict non-magicals to real world (or near real world) levels, then magical builds will either not exist or they will be overpowering. 
     
    MP's are a normal and easy way to build spells.
    MP's are also a great way to build combat abilities for warriors.
     
    Artificially limiting one use does not mean the other use is suddenly broken.
     
     
     
     
     
     
     
  4. Haha
    Spence reacted to Barton in My favorite supervillain to run and the players to fight against would be   
    Foxbat - the GREATEST OF ALL TIME!
     
    He is his OWN category!
  5. Haha
    Spence reacted to Tjack in DC's Stargirl   
    Yeah, yeah, I was trying to avoid the term “loser’s table”.  That’s what I came up with, it was late.
  6. Like
    Spence got a reaction from Doc Democracy in General Advice When Creating Champions/Hero System Characters   
    In the end, Hero has a lot of moving parts and options. 
    One thing I have done that was successful in introducing new players to a RPG (not just Hero) is to do a "practice" intro using their second character concept.  I explain that with all Hero's options it can take a try or two (or more ) to actually get the effect you want.  Making a practice character and then playing an encounter or two will help them actually build the PC they really want.  
     
    Hero is one of those games that is truly easy once you grok it, but is also a "chicken or the egg" type of game where you can't really understand how the build rules work in building a character until you play an encounter which you can't really do until you build a character
     
    A run through demonstrating how the powers work in play really helps. 
  7. Like
    Spence got a reaction from Vanguard in Terran Empire plus   
    for the first part I think were talking from slightly different viewpoints. I am thinking about the game at the table with players trying to describe their actions. When I pick up a hero book and read the section on ships, I see the write up wall of text, all kinds of numbers. But I don't see a single thing that will actually help a player play his character on that ship. I've played many wargames, my favorite being those of ship to ship action, and for those I can see detailed stats as I order each ship to attack the other boom boom bam bam. But none of the information on that "write up" actually applies to character actions. For me it would be far more useful to have a diagram or deck plan so the players could actually visualize where they're at and an abbreviated set of modifiers to be applied to their skills when they're doing something with the ship, such as piloting, damage control or other actions. In the Alien Wars supplement the UES Antarctic Class Light Cruiser write up is pretty much useless to me. Nothing in the book gives me any concept of its actual layout, or anything about what a player character could actually interact with. It is much easier for me to get out a napkin and make up my own ship and give it the name light cruiser.
     
    On the second, yes several adventures had maps for vessels in, but those were adventures. Prebuilt set adventures designed for the GM to run for players. What I am talking about is that whenever a book has a ship and it such as the supplement Alien Wars, then that right up at a minimum should be accompanied by a usable reference deck plan. When I play a role playing game I am not playing a tactical wargame. I can play Star Fleet Battles or Seekrieg and have a heck of a lot of fun, but that is a different thing. A completely different thing, then asking Bob "what does your character do?" and getting a response that involves the player utilizing his character skills.
     
     
  8. Thanks
    Spence reacted to Gnome BODY (important!) in General Advice When Creating Champions/Hero System Characters   
    Good work!  Nice to see people focusing on the new folks. 
     
    >General Advice When Creating Champions/Hero System Characters
    No criticism, seems solid. 
     
    >How much, how big
    You are using numbers here, and if the reader is in a game with different benchmarks following your advice will cause them problems.  I strongly recommend removing the numbers. 
    For that matter, you haven't even talked about campaign benchmarks here. 
    I can't speak for all campaigns, but ED tends to be equal to PD at my table. 
    I'd mention that because defenses are subtraction and tend to be a significant % of a capped attack, losing even a couple dice really hurts your damage output. 
     
    >How to Win
    More numbers here.  I'd recommend switching to formulas. 
    You're missing a conversation on the topic of NNDs and how high your CON should be to not get Stunned by NNDs.  Also how to not chump to Coordinated Attacks. 
    If you're suggesting ranged characters hang back in range-penalty-land, you should also suggest range PSLs.
     
    >Reducing Costs
    I'd recommend waving newbies away from Activation Roll, RSR, and well anything that involves more dicing. 
    I'd also recommend recommending they keep the Limitations off their main attack and defense so they don't have to worry about sudden inability to function on the battlefield. 
     
    What I'd Like To See Added
    A section on Skills: Numbers, what everyone should have compared to what specialists should have, using Powers as super-Skills. 
    Talk about effect-first and how to go from description to effect to write-up. 
  9. Like
    Spence reacted to Vanguard in General Advice When Creating Champions/Hero System Characters   
    Exactly.
     
    That's been what I've seen in the games I've played in.  If the GM sets a point/dc/stat cap.  THAT is what the players build too.
     
    Even if the GM gives a stat range of say, 20-35 . . . the players, or certain players, will build to 35.  Same with attacks.  12D6 attack, character has 12D6 attack.  X active point limit?  Powers are at X active points.
     
     
    Usually the same in the games I've played in.  Unless there's a conceptual reason as to why one or the other should be lower, they're always bought to the same levels.
  10. Like
    Spence got a reaction from Vanguard in General Advice When Creating Champions/Hero System Characters   
    I read through and mostly ignored the dice values listed since that is pretty much up to the GM and their personal decision on point caps.  By saying 12d6 you ensure that new PC's will have 12d6 attacks.  If you said 10d6, they would build to 10d6.
     
    I do have a couple small comments.
     
    You said:
     
    This might imply that Energy Blast always affects ED.  EB can be designated to affect either PD or ED.
     
    Also there is not mention that the game power names (Darkness, Energy Blast, etc,) are simply a way to identify the game mechanic effects.  While Darkness can be bought for the obvious effect of making an area dark, it can also be used to create an area where one can see easily but has no sound. 
     
    You might want to include a paragraph explaining how to determine a potential ability/power's end game effect and special effects and then look at which game mechanic/powers actually achieve the concept.   Consider the Flash (or any speedster), in the comics we see him run past a line of thugs, punching each one in a flurry of super-speed punches.  Trying to buy up the PC's speed to the point they can punch out 10 or 12 henchmen is far too expensive.  So what are we really doing here?  Flash is punching each thug as he runs past at super-speed. 
     
    As an example:  Super-Speed Punches: 3d6 EB (vs PD) Area Affect (line), only in hexes Flash moves thru in this phase, selective target. 
    Lets say Flash has 20 inches of Run.  I move Flash 10 inches through the bank, ensuring I move adjacent to as many robbers as I can.  Then at the end of my move I attack with Super-Speed Punches and do 3d6 to every mook I had moved past, yes because it is selective target you will have to make a separate attack roll for each mook, but Flash isn't sloppy.  Rules requirements are met. move half and then an attack ending my phase.  Narrative description of my turn: Flash unleashes and torrent of super punches as he zips past the bank robbers. 
     
    Somewhere in your paper I would try to convey this concept.  If you don;t then you will miss out on some truly creative Heroes and mostly see straight power buy blasters and smashers.
     
    Just a thought triggered by my own failures to get the concept across to new players
  11. Thanks
    Spence got a reaction from Panpiper in General Advice When Creating Champions/Hero System Characters   
    I read through and mostly ignored the dice values listed since that is pretty much up to the GM and their personal decision on point caps.  By saying 12d6 you ensure that new PC's will have 12d6 attacks.  If you said 10d6, they would build to 10d6.
     
    I do have a couple small comments.
     
    You said:
     
    This might imply that Energy Blast always affects ED.  EB can be designated to affect either PD or ED.
     
    Also there is not mention that the game power names (Darkness, Energy Blast, etc,) are simply a way to identify the game mechanic effects.  While Darkness can be bought for the obvious effect of making an area dark, it can also be used to create an area where one can see easily but has no sound. 
     
    You might want to include a paragraph explaining how to determine a potential ability/power's end game effect and special effects and then look at which game mechanic/powers actually achieve the concept.   Consider the Flash (or any speedster), in the comics we see him run past a line of thugs, punching each one in a flurry of super-speed punches.  Trying to buy up the PC's speed to the point they can punch out 10 or 12 henchmen is far too expensive.  So what are we really doing here?  Flash is punching each thug as he runs past at super-speed. 
     
    As an example:  Super-Speed Punches: 3d6 EB (vs PD) Area Affect (line), only in hexes Flash moves thru in this phase, selective target. 
    Lets say Flash has 20 inches of Run.  I move Flash 10 inches through the bank, ensuring I move adjacent to as many robbers as I can.  Then at the end of my move I attack with Super-Speed Punches and do 3d6 to every mook I had moved past, yes because it is selective target you will have to make a separate attack roll for each mook, but Flash isn't sloppy.  Rules requirements are met. move half and then an attack ending my phase.  Narrative description of my turn: Flash unleashes and torrent of super punches as he zips past the bank robbers. 
     
    Somewhere in your paper I would try to convey this concept.  If you don;t then you will miss out on some truly creative Heroes and mostly see straight power buy blasters and smashers.
     
    Just a thought triggered by my own failures to get the concept across to new players
  12. Thanks
    Spence got a reaction from pinecone in DC's Stargirl   
    I noticed a commercial for a CW show called DC's Stargirl and recorded it.  I record a lot of shows that tend to swirl the toilet these days.
     
    I watched it last night.  I had to check the calendar to see if it was really 2020 and then see if I was awake and overcome suspicions I was in a coma or something.
     
    A CW Supers show that wasn't grim grim dark dark keeping time by bashing me in the forehead with its AGENDA!! 2x4.  It has been a long time since I can remember reading a comic with Stargirl and I was pleasantly surprised.  It's been over twenty years since they stopped making comics so I had to refresh myself on the character, but I think this TV attempt shows promise.  As long as the idiots at the studio don't decide to "update" the story to be "relevant and edgy", or as I know it "crap all over the story in order to promote a personal agenda". 
     
    I added this show to my DVR, hopefully the first episode indicates what the entire series will be like. 
     
     
     
     
  13. Like
    Spence got a reaction from mattingly in DC's Stargirl   
    I noticed a commercial for a CW show called DC's Stargirl and recorded it.  I record a lot of shows that tend to swirl the toilet these days.
     
    I watched it last night.  I had to check the calendar to see if it was really 2020 and then see if I was awake and overcome suspicions I was in a coma or something.
     
    A CW Supers show that wasn't grim grim dark dark keeping time by bashing me in the forehead with its AGENDA!! 2x4.  It has been a long time since I can remember reading a comic with Stargirl and I was pleasantly surprised.  It's been over twenty years since they stopped making comics so I had to refresh myself on the character, but I think this TV attempt shows promise.  As long as the idiots at the studio don't decide to "update" the story to be "relevant and edgy", or as I know it "crap all over the story in order to promote a personal agenda". 
     
    I added this show to my DVR, hopefully the first episode indicates what the entire series will be like. 
     
     
     
     
  14. Like
    Spence got a reaction from Tom Cowan in General Advice When Creating Champions/Hero System Characters   
    I read through and mostly ignored the dice values listed since that is pretty much up to the GM and their personal decision on point caps.  By saying 12d6 you ensure that new PC's will have 12d6 attacks.  If you said 10d6, they would build to 10d6.
     
    I do have a couple small comments.
     
    You said:
     
    This might imply that Energy Blast always affects ED.  EB can be designated to affect either PD or ED.
     
    Also there is not mention that the game power names (Darkness, Energy Blast, etc,) are simply a way to identify the game mechanic effects.  While Darkness can be bought for the obvious effect of making an area dark, it can also be used to create an area where one can see easily but has no sound. 
     
    You might want to include a paragraph explaining how to determine a potential ability/power's end game effect and special effects and then look at which game mechanic/powers actually achieve the concept.   Consider the Flash (or any speedster), in the comics we see him run past a line of thugs, punching each one in a flurry of super-speed punches.  Trying to buy up the PC's speed to the point they can punch out 10 or 12 henchmen is far too expensive.  So what are we really doing here?  Flash is punching each thug as he runs past at super-speed. 
     
    As an example:  Super-Speed Punches: 3d6 EB (vs PD) Area Affect (line), only in hexes Flash moves thru in this phase, selective target. 
    Lets say Flash has 20 inches of Run.  I move Flash 10 inches through the bank, ensuring I move adjacent to as many robbers as I can.  Then at the end of my move I attack with Super-Speed Punches and do 3d6 to every mook I had moved past, yes because it is selective target you will have to make a separate attack roll for each mook, but Flash isn't sloppy.  Rules requirements are met. move half and then an attack ending my phase.  Narrative description of my turn: Flash unleashes and torrent of super punches as he zips past the bank robbers. 
     
    Somewhere in your paper I would try to convey this concept.  If you don;t then you will miss out on some truly creative Heroes and mostly see straight power buy blasters and smashers.
     
    Just a thought triggered by my own failures to get the concept across to new players
  15. Like
    Spence reacted to Lord Liaden in Batwoman   
    To be honest, I'm really hoping they cast a more physically robust lead for the second season. I'm all for women in action-hero roles, but having a slender fragile-looking woman throwing grown men around just strains my credulity. Ruby Rose's situation isn't the same as Melissa Benoist's, whose Supergirl is alien and superhuman; nor comparable to Caity Lotz, whose obvious athleticism is compatible with the skills of White Canary.
  16. Like
    Spence got a reaction from Matt the Bruins in MYTHIC HERO: What Do *You* Want To See?   
    Well you will be able to sell at least one other copy
  17. Like
    Spence reacted to Duke Bushido in Swords and damage   
    Two things:
     
    First, I want to step up for N-B:
     
    He's not arguing.  He might bet a bit defensive when things are being pushed back more strongly than he pushed, but he's not arguing.  I can say this with some authority, because he and I _have_ argued over this very topic before: it looks way different when he's arguing.  
     
    For what it's worth, I'm not arguing, either:  I said all I have to say about when he and I argued last time-- well, when _the board_ and I argued last time.  I wasn't kidding; until this very thread, I'd have bet actually money than I was the only one who saw the whole thing as some silly fun flavor ideas that had somehow developed acolytes and disciples.  
     
    Second:
     
    This is one of those times when I feel weird, because I find myself in agreement with GB(i).  To be fair, I rarely find myself completely at odds with him, but we disagree in a key way on almost every conversation in which we've both participated.  When we don't----   I feel like I must have read something wrong....    
     
    As to the idea that i've not shaken out newer and later editions:
     
    I have _several_ copies of BBB, hardback, paperback, brownback, and even that illegible re-issue, because I am always thinking "one more table copy" or "one more loner" couldn't hurt.
     
     
    Hell, I volunteered hours upon hours of my own limited free time and paid for related expense from my own pocket to ensure that _two_ different 4e books would not be lost to time . I think I gave it a fair shake, since I shook it enough to have fond memories of it.  I just didn't find it to be any better.
     
     
    5e may have been bullet proof, but enough use of it still results in dropped pages.  Trust me.   Sidekick and re-Sidekick get more use, as they are more portable and quicker to reference, but my 5e has taken such a beating from use  That I eventually had it rebound and spiraled (won't be doing that again; worst advice I ever heeded) and replaced.  My re-five...  I don't know what to tell you:  I can't find it significantly different from 5e to really get worked up about, and _certainly_ not different enough to warrant flipping through the extra pages!    
     
    Yeah; I've tried them; I've given them solid and fair shakes--  even New Millennium (which I will probably always prefer to 6e) got used off and on for a couple of _campaigns_.  Not sessions; not months, not even "a couple of years," but a couple of campaigns.  I think we "shook it out" for nearly six years, working that game into our rotation.  It was okay, but if you screwed around with it long enough, the missing bits and pieces became pretty apparent and annoying.
     
    Six E--
     
    well, six e can go hug a hairy one.  Yep; I've read it.  I rather _like_ Basic, actually; I don't want to dismiss that out of hat.  Seems a shame that two, maybe 4 more pages would have included everything yet it didn't get done.  Oh well.    But using a one-thousand, eight-hundred and twenty- page rules book?   Oh, Hell no.  I don't want to memorize it.  I don't even want to learn where to open it to get to what I need to look up. I don't want to teach it-- I don't even want to _present_ it to anyone for fear of them never wanting to think about role playing again.
     
    And for the amazing and incredible changes best described as "a couple new powers and no figured Characteristics?"
     
    Feh!  No thanks.
     
    HS 1, HS 2,  APG 1, APG 2, Skills, and of course Martial Arts.  (I defy anyone in this thread who isn't me or GB(i) to step up and say that HSMA _isn't_ important core rules      ).
     
    Or any of the others.  I've made the comment before about the size of the rules (Hey, I didn't mention the Bestiary or the Equipment Guide, but I don't think anyone will argue the idea that they aren't core rules), only to be told "It's just books 1 and 2!"
     
    Yet when someone asks a question that isn't addressed to their satisfaction in either HS1 or HS2, they are pointed to the other books.  They are not told "well whatever works for you should be fine, really."  They are pointed directly at the other books to look for the answer to their question.  When someone wants an "official" answer and solicits the author himself, if that question can be answered using one of those other books, it _is_ answered using one of those books.  At no point are those books called extraneous.  Such answers start with, if I may paraphrase, "As I wrote in Book X,  in this situation, you should...."
     
    So no matter what we like to pretend, those _are_ official rules, and there are nearly two thousand pages of them.
     
    Screw that; I play a game to have fun with friends.  If I'm going to invest that kind of reading time, I'm going to spend it in the encyclopedia for the full graduate-school course of study experience.
     
     
    Anyway, short version:
     
    I have given fair and solid trial to every edition of the rules save this last set.  I have run supers, fantasy, and sci-fi in every single one of them, and a few pulp and western adventures in most.
     
    The fact that I eventually end up closing them forever as anything more than reference material and going back to a set of rules from forty years ago says at least as much about the new versions as does all the cheering from people who read it and don't actually play.
     
     
     
  18. Like
    Spence got a reaction from aylwin13 in DC Movies- if at first you don't succeed...   
    I understand how people would like to see a good GL anything, but for me the fun cool GL was utterly destroyed when they transformed him from magical to scifi, then from unique to just  one of millions of GLs blanketing the universe.  From fun and unique to just another extra.
     
     
    And we have a winner.  This. 
    But you have to remember, people don't want superHEROES.  They want dark dark gritty we kill'ums like Deadpool or Superman running concentration camps for supers that will not abide with his interpretation of whatever.
    It's been over 15 years since I found a comic about superHEROES.  And when I did, it was short lived as the writer decided to "get edgy" or to "be relevant" to real life and turned it into another turd. 
     
    Next time you ask someone who their favorite HERO is, don't be surprised if they say Deadpool......
  19. Thanks
    Spence reacted to Duke Bushido in Why NOT use a multipower for magic?   
    Every
    single
    time.
     
     
    Seriously:  Like Ninja-Bear said, this doesn't come up _a lot_, but it does come up, and every single time, it goes exactly like this thread.
     
     
  20. Thanks
    Spence got a reaction from Duke Bushido in Why NOT use a multipower for magic?   
    I've been following this thread and I have to say, you're not discussing the rules or balance. 
     
    You are discussing setting/genre convention preferences as if they were rules.  This with a heavy dose of D&D class restrictions.
     
    I have seen MP's used by warrior types with the slots being special swordsmanship maneuvers making them every bit as effective as a mage.  At least in close combat.
     
    The real issue here is if you are going to limit warriors to be semi-"realistic", then you have to do the same (somehow) with the magical types.  It is not that MP's inherently unbalance anything.  It is imposed restrictions on one type of character has nerf'd them when compared to the other. 
     
    If the intention is to restrict non-magicals to real world (or near real world) levels, then magical builds will either not exist or they will be overpowering. 
     
    MP's are a normal and easy way to build spells.
    MP's are also a great way to build combat abilities for warriors.
     
    Artificially limiting one use does not mean the other use is suddenly broken.
     
     
     
     
     
     
     
  21. Like
    Spence got a reaction from Ternaugh in What Have You Watched Recently?   
    I re-watched some of the WW2 Comedy Dramas.
    The Wackiest Ship In The Army - 1961 Jack Lemon.  Great little gem taking place in the south pacific in WW2.
    Operation Petticoat - 1959 Cary Grant and Tony Curtis.  A WW2 Submarine comedy
     
    And some older WW2 Dramas.
    Midway - 1976 A truly all star cast of the 70's.  Too many to list here.
    In Harm's Way - 1965 Another show with a great cast that includes John Wayne, Kirk Douglas, Patricia Neal, Tom Tryon, Paula Prentiss, Burgess Meredith and many many more.
     
    Civil war movies based on the novels, even though Gettysburg was written and made first, Gods and Generals takes place before Gettysburg.
    Gods and Generals (Extended Director's Cut) - 2003 based on the historical novel Gods and Generals by Jeffery Sharra
    Gettysburg: Extended Edition -1993 based on the historical novel The Killer Angels by Michael Shaara
     
    The Last Starfighter - 1984.  Still one of my favorite scifi-lite movies.
     
    The Titans Season 1 - the new DC network show on video.  I'm up to Episode 5 and as a stand-alone series it is not bad.  But they are only make very cursory nods to the actual characters.  The Teen Titans were one of the few DC titles I enjoyed back when they were still publishing comics, 80's/90's.  I havn't been able to take the new messes so I can't comment on them.  But all the characters except Robin have been seriously destroyed/nerfed. 
    Beastboy is not a bad casting, but he has been turned into a one trick pony with only one animal form and a painfully slow transformation.
    Ravin is also not a bad casting, but this version of the character has had none of the training or knowledge she had before coming to earth.  Instead she is a teen raised in Detroit with zero knowledge or training.
    Starfire is played by a talented actress who is completely miscast. This Starfire has also been completely transformed from well trained Tamaranian warrior princess to a character with total amnesia that literally is dressed like the very bad stereotype of a 1970's street hooker. 
    Now the show is well written and acted, but it is more like they completely wrote a new super's series and then the studio told them to go back and make the main characters the Teen Titans.  If you had never heard of the Teen Titans then you probably wouldn't notice.  But if you actually liked them, it makes the show difficult to watch.
  22. Like
    Spence got a reaction from Amorkca in Why NOT use a multipower for magic?   
    I've been following this thread and I have to say, you're not discussing the rules or balance. 
     
    You are discussing setting/genre convention preferences as if they were rules.  This with a heavy dose of D&D class restrictions.
     
    I have seen MP's used by warrior types with the slots being special swordsmanship maneuvers making them every bit as effective as a mage.  At least in close combat.
     
    The real issue here is if you are going to limit warriors to be semi-"realistic", then you have to do the same (somehow) with the magical types.  It is not that MP's inherently unbalance anything.  It is imposed restrictions on one type of character has nerf'd them when compared to the other. 
     
    If the intention is to restrict non-magicals to real world (or near real world) levels, then magical builds will either not exist or they will be overpowering. 
     
    MP's are a normal and easy way to build spells.
    MP's are also a great way to build combat abilities for warriors.
     
    Artificially limiting one use does not mean the other use is suddenly broken.
     
     
     
     
     
     
     
  23. Like
    Spence got a reaction from massey in Why NOT use a multipower for magic?   
    I've been following this thread and I have to say, you're not discussing the rules or balance. 
     
    You are discussing setting/genre convention preferences as if they were rules.  This with a heavy dose of D&D class restrictions.
     
    I have seen MP's used by warrior types with the slots being special swordsmanship maneuvers making them every bit as effective as a mage.  At least in close combat.
     
    The real issue here is if you are going to limit warriors to be semi-"realistic", then you have to do the same (somehow) with the magical types.  It is not that MP's inherently unbalance anything.  It is imposed restrictions on one type of character has nerf'd them when compared to the other. 
     
    If the intention is to restrict non-magicals to real world (or near real world) levels, then magical builds will either not exist or they will be overpowering. 
     
    MP's are a normal and easy way to build spells.
    MP's are also a great way to build combat abilities for warriors.
     
    Artificially limiting one use does not mean the other use is suddenly broken.
     
     
     
     
     
     
     
  24. Like
    Spence got a reaction from Chris Goodwin in Why NOT use a multipower for magic?   
    Now this is a memorable quote....
  25. Haha
    Spence reacted to Duke Bushido in Why NOT use a multipower for magic?   
    Thanks. 
     
    Sometimes I forget not to talk like me. 
     
    Don't ask me about a bad run of luck...... 
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