Jump to content

archermoo

Moderators
  • Posts

    21,903
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by archermoo

  1. One of the most enjoyable campaigns I've ever played in was a military campaign run in the same world as a superheroic campaign that all of the players were also involved in. The characters were low powered, and death was a real possibility. Every player had several characters, and every time we played one or more of each player's characters would get chosen for the current mission. We'd arm up and head out, and if one of your characters bought it, it sucked but you had others already made so you could keep playing. It was a great deal of fun, although it could also be very violent.

  2. Originally posted by Shadowpup

    Right, I was asking about option 1 & 2. Option 3 isn't an option for me as I think my players kind of need a map for combat. It's a lot easier for everybody to see right away how far things are and what modifiers for range and such exist. Being descriptive is good but what it would come down to in that case is whether the GM wants to be a jerk or not (in the player's perception).

     

    And going off that, 1 is the easiest to run. 2 can be a lot of fun, but is a bit more work. Although for the people that are worried about everyone always counting everything out before they do anything, don't let anyone measure anything until they are doing it. For explosions and AE attacks, make them say where they are centering it before they measure things out. Things like that, if you're worried about it. Using a hexless map makes that kind of thing much easier, as they don't already have the demarkations on the map to use. They have to estimate things before they move/shoot/whatever, just like in real life. :)

  3. Originally posted by Ben Seeman

    Just because you give up hexes doesn't mean you give up measurement. You could always bust out a ruler or measuring tape to get your range modifiers and AoE's correct. I would love to play a Champions game without having hexes limiting your movement.

     

    It can be a lot of fun. When I was running a campaign like this, I just made templates for different areas (both type and size) and we used rulers for everything else. It worked quite well.

  4. Originally posted by MisterVimes

    That's exactly what I had in mind... but did you choose HA or HKAs, to add strength (as would be the usual case) to simulate the strength required to use the bow?

     

    Exactly. For super powered archers, I just leave it at adding their strength. For Hero level, a bow has a set strength that it will add to attacks fired through it. For regular bows, if you aren't that strong you can't use it, but being stronger doesn't add more damage. For crossbows, it just changes the amount of time it takes for you to load the crossbow if you are weaker than it.

  5. Straight out of the book it is the number of inches of velocity, determined by the Acceleration, Deceleration, and Gravity section on FREd 238. Basically, you can accelerate by 5" per phase per 1" you move, up to your maximum combat velocity (how many inches of movement you have).

×
×
  • Create New...