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irond_will

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  1. Re: A view from outside Thanks for the welcome, guys. This is really a blast from the past for me - for some reason this stuff has been rattling around for years now in my head. Nice to finally find some other geeks who actually want to talk about it. I'll be damned - you're right. I get 9.3 average stun using the 1d6-1 multiplier (assuming a min of 1), and 10.5 using the straight 3 multiple. I assume it was always this way (I was using, at the end, whatever version the Big Blue Hardback was - does anyone remember what version that was?), and that I'm just better at math now. [] I'm not sure that it makes up for the "resistant defense" thing, and, offhand, I don't really see why the killing attack structure has to be different than the EB structure (which is really pretty, BTW), but you're right. Actually, a better question I had upon discovering this board was why the opinions were so heated. I guess the people in the STR thread who were pointing out what they saw as flaws in the system seemed to have a point, and some of the arguments in favor of the balance of the current system seemed a little - I don't know - conservative. I guess what I remember loving about the game was - yeah - the flexibility, but even more that the system seemed so... stable and balanced. I think the reason I remember the five points I listed above after so many years is that they really seemed like the most glaring flaws in a really beautiful system. Since I was really more in love with the consistency and balance of the system than I was personally invested in it, changing it for the better always seemed a non-issue for me. And I guess I didn't understand the conservatism or resistance to change in the thread. But then, after I was accused of trolling, I checked out some of the other threads about how "Hero-hating" was a common internet pastime, and how advocacy of this system or that one seemed to be really strongly on peoples' minds. I guess from that point of view, it makes sense to defend the system, flaws and all, since it's generally such a cool system. I suppose I should buy the new version of the game (in spite of knowing no one anymore with whom to play the damned thing) if I'm going to post to a thread, since I'm positive the gaps in my memory are substantial, and I really dont know what's changed. But - yeah - maybe I'll throw my nonexpert opinion out from time to time if my workday is slow. -Fe Wm.
  2. Re: A view from outside Wow - the medium answer doesn't have much more than the short answer. And - well - I'll guess I pseudotrolled. I glossed over several of the posts in the "STR is too cheap" thread which got me remembering all these things more specifically. I honestly didn't know whether any of the other stuff had been changed, but, from what I read of the post, saw that there was some debate about increasing the value of the STR characteristic, though I didn't follow it to its resolution. I dunno - does that count as a troll? I don't think I insulted or attacked anyone. Fe Wm.
  3. Re: A view from outside Thanks for your thoughts on these, Agemegos. I find it odd that after so many years I still remember as much as I do, and still actually have opinions on this stuff. If only I'd filled my brain with useful information at that age... Yeah - mostly, it seemed like the RPG kids got picked on a lot in college. Plus, they'd wear their cloaks and super-outfits around campus, so I guess I can understand why. 1) Biggest problem: no diminishing returns on spent points. I think that's what we ended up with, like I mentioned above. What if, instead of a hard cap, there was a "ramping up" of cost w/r effect? Like, the first 30 points into a power costs 30 points at 1:1; the next 15 cost 30 points at 2:1; the next 15 cost 45 points at 3:1, etc. Think this might help? 2. Killing Attacks were Broken: Point for point, killing attacks did more body damage and a similar amount of stun as regular attacks. But they bypassed non-specific defenses! Something that seemed to work well in heroic campaigns was staggering it something like PD increases on ones, REC increases on twos, Skill increases on threes, etc. That and doing half-dice and pips of damage at intervals. Your idea for skill rolls is interesting too - would it make the game more stat-driven than skill-driven (since skills are based on stats, and buying up skill rolls via stats would be cheaper)? 5. Power Frameworks were Broken You know - I think my GM told me the same thing. X is broken, but so is Y, so it kind of cancels out. I don't think it really did - we, the teenage munchkin gamers, just packed STR into ECs and Multipowers, thereby doubling the brokenness. When that was disallowed (thankfully), we just made sure that our mighty strengths always complemented our attack powers (which were, of course, in Multipowers). Don't get me wrong - I took full advantage of these structures when making my characters, but, in hindsight, it was really just an exercise in accountancy. I don't believe I ever saw or made a character who just directly dropped their points into any power larger than about 10 points' worth. I dunno - in terms of staying within the game rules, playing with that group was just an excercise in escalation of exploits. Remember that I have no real experience in how mature people play RPGs. It seems like the basic problem is that the GM is required to give the players a reasonable amount of challenge, but also ensure that all players can participate. When players are bound and determined to break a system (and, for some reason, we all were), it can be instructional (things to fix) or it can just - well - break the system and therefore the gameplay. It's really interesting to me to see that the same sorts of problems are still floating around here. -Fe Wm. edit: formatting
  4. First off, let me give a little background. In my teenage years (12 years ago), I played Hero games voraciously. Yes - I'm one of these people who "drifted off" the RPG circuit because of college and a lack of people with whom to play these games. Of all the games I played, Champions, and Hero in general, was my favorite. Now - really I've been reading these forums from time to time, and thought I'd drop a line to ask a few questions about niggles that bothered me from the game that continue to keep me up at night. Mostly, I wonder if things have been fixed, so most of my points will basically be criticisms of the game structure as it existed 12 years ago. Another preface: yes - all game flaws can be obviated by good roleplaying and a good GM. All a decent RPG really needs to be is a good story with an occasional coin flip. But Hero Games attempt to build a structure in which characters build on X points are roughly equivalent in effectiveness; therefore, it should be judged upon its ability to do this. So - on to the questions and points: 1) Biggest problem: no diminishing returns on spent points. A character who unloaded all of his points into a single attack basically was too effective. Why? because every point spent above the "campaign standard" defense went directly to damage. The GM had to either come up with RP contexts in which the character couldn't use his massive attack, or else tailor-build enemies to suck up this attack. The proposed solution at the time was to limit attacks to a certain number of effective points (say 60). This seemed to fail, because it then constrained pretty much all players to make sure they had at least one attack of this nature. It then made it possible to ensure that the character's defense was effective against this level of attack. Which then forced rules to constrain the defense of the character to be such that the attack was somewhat (but not too) effective against the character. In the end, it essentially started forcing characters to fit a mold in order to be effective. This seemed to go against the spirit of the system. I think the house rule we decided upon was to choose a basic level of effectiveness (say 30 points), and charge double for points over this level. We might have extended this to triple or quadruple - I don't quite remember. Anyhow, I seem to remember this helping our games. Has anything like this been done? 2. Killing Attacks were Broken: Point for point, killing attacks did more body damage and a similar amount of stun as regular attacks. But they bypassed non-specific defenses! I never understood the rationale for that one. The GM I ran with at first tried to make RP repercussions for using Killing Attacks (people think you're evil since you use claws), but, I believe, eventually folded and upped the cost of KAs. Has the structure or cost of KAs changed? 3. Strength was broken: Strength was worth buying for the figured characteristics alone. Plus it did damage at the same level as a separate power. In addition, one could add strength damage to the damage of Killing Attacks and Hand Attacks. Finally, it allowed a lot more RP flexibility - being able to lift, break, and throw things around was super-useful. This kind of fine control wasn't generally afforded other powers. It was even worse in Heroic campaigns, where, because most attacks were STR-driven, and STR was so cheap, every character who wanted combat effectiveness would peg STR at the limit. Yeah - even mages. I know it went against their archetype, but you'd be amazed at what kind of mutilation character concepts would be subjected to when the game mechanics encouraged it. Or maybe you wouldn't. You've been playing this thing for a while. I think we eventually doubled the cost of strength, and modified its interpretation a bit so that a "SuperStrong" character would be something like he is in the comic books. 4. The system only translated marginally well to "Heroic" campaigns Mostly this was because there were caps on characteristics, plenty of points to hit those caps, and real incentive to hit the caps. In addition, there wasn't a lot of wiggle-room for characters to distinguish themselves with respect to their stats. I seem to remember that, because of caps, breakpoints, divisions, and rounding, there were about two desirable values for each stat, and everyone's characters had one of these values for each stat. I think, in addressing this, we created some system in which stats added to figured characteristics and damage in a graduated fashion, so that there was some reason, say, to have a 19 str instead of an 18. It wasn't as elegant as the original system, but it seemed to help. I think we also used the softcapping rule on stats, where stats over some limit (20?) cost double. finally, 5. Power Frameworks were Broken: Yep - sorry. They were. Awarding an "Elemental Control" point bonus to a character whose powers stayed in-concept was just silly. A character was supposed to be "in-concept" anyhow. Multipower pools were bad also, since characters would just make sure that the only powers placed in the multipower would never be desirable at the same time anyhow - you couldn't shoot two guns off in the same turn. The especially cheesy trick I remember was to make sure each of the multipower slots had charges, so one character could have a huge number of powerful attacks, each with four charges. Finally, I seem to remember "Power Pools" just being too flexible for their cost. I remember a shouting match breaking out at one point with a player who had sunk about all of his points into a "Power Pool", then came up with a catalog of different possible builds for his single character to fill all situations. Facing down robots succeptible to electricity? No problem! ShockMan is alt number 12! I dunno - I'm sure people much smarter than me design these games - have these things been changed, now that there's so much more player-manufacturer communication via internet, or have the same debates continued raging?
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