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BNakagawa

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Everything posted by BNakagawa

  1. This would be better built as buying more DC of attack with the appropriate limitation. A pretty large limitation if it only applies to stun through defenses. (unless you've already bought it AVLD/NND/BoECV) Introducing an advantage that multiplies damage (even if "ONLY" for the purpose of achieving a Con Stun result) is a can of worms you probably don't really want to open. Notable complications: can you buy it more than once? Do you have to take the additional +1 penalty if you buy an autofire attack that uses this advantage? Can you put this on an NND? AVLD? Ego attack? $0.02
  2. Slavery had been around for over a century before the Civil War and that doesn't make it a very good idea, either. Nowhere else in the Champions do you roll one die and multiply it by another roll. It's an orphan mechanic, and it sucks IMO. Honestly, would any GM out there let me play a brick, martial artist or energy blaster who had an attack where he rolled one die and multiplied the result by the number of damage classes? I'll even take a -1 to the die roll. It averages less damage than even a KA, how can it POSSIBLY be unbalancing? And why is it that you can buy up the stun of a KA for a measly +1/4 advantage and you can't do the same for a EB? Isn't the Killing attack supposed to kill people? Why is there an advantage for making it better at generating stun but no advantage for making it better at generating body? $0.02
  3. Occasionally, GMs will only allow power defense to apply to one sfx group or the other. Only vs magic or only vs drugs or diseases. Makes a certain amount of sense. I do like the idea of mental defense being a figured stat. Ego attack is way too powerful for the points, its about time the field got leveled a bit. $0.02
  4. Re: FW. I already stated that I dislike orphan mechanics. It is prone to abuses that exist nowhere else in the system. I've rarely seen it used in any fashion that doesn't make me cringe. (I'm allergic to cheese) Re: KA. No. Advantages that apply damage to limited defenses (NND/Ego Attack) are more prone to advantage abuse than creating base powers of 10 ap/die that do the same thing. Making KA a +2 advantage is even worse. Frankly, I'm not sure what I would use to differentiate punches and bullets, but I know it wouldn't be the current incarnation of KA. Perhaps a +0 modifier on EB that applied the body damage only on resistant defenses but did -1 STUN/die. I can't imagine a GM would allow me to purchase a Nd6 EB where I would roll one die and multiply it by N. But if you simply buy a KA with standard effect that's essentially what you have. Roll a 6, stun Ironclad. How often do you figure that happens with 12d6? $0.02
  5. I would axe killing attacks and Find Weakness. I'm not overly fond of orphan mechanics.
  6. Buy 18" of running with the No NCM limitation. Buy +18" of running with the No NCM limitation and x2 or x3 end limitation. Use it sparingly. $0.02
  7. Why is it always BOECV? If you buy it that way, my automaton is now immune to your TK that is supposedly able to rip internal wiring and components... Also, BOECV doesn't really work for me, cause if I'm trying to target someone that is really hard to hit but has a low EGO, what is it about a TK sfx that makes it trivial to target his internal organs, when regular TK has a hard time targetting his whole body? My take: RKA with penetration. Maybe some extra AP/Pen to strip away Hardened defenses. $0.02
  8. The point is: If I have the option of making a 10" full move or a 10" half move, which am I going to do all the time? Given that you're going to take 10" half moves all the time, why would I buy 10" of movement and then 10" of movement that only bumps my half move? (20 + 10 = 30 pts) Why wouldn't I buy 20" of movement that only bumps my half move? (20 pts)
  9. Under your definition, under what circumstances would this character EVER take a full move? Since there really isn't any circumstance in which taking a full move makes any sense whatsoever, just how limiting is this alleged limited power? When I used this, I had characters who could half move around 70% of their full move and still attack or dodge or whatever. But there was still a reason why I might have to full move. $0.02
  10. In a straight up fight, the real question is - can the Champions survive long enough to get to see a post phase 12 recovery?
  11. I have often used this mechanic to get characters who had a high tactical speed (large half move) but without being inordinately fast (able to get speeding tickets on highways) IMO, a -1 limitation is much too high for this power. If you had a choice of 20" of flight or 40" that you could only use for a half move, which would you rather have? Both get you the same amount of absolute movement in a phase, and one of them gives you a free half phase to do something else with. $0.02
  12. Q: When you say a power that adds 1DC to all of a character's attacks, do you mean, all simultaneously? Given that there is such a thing as multi-power attack, perhaps the pair of limited combat levels doesn't quite work...
  13. quite some years ago, Doug Garret (author of DI) ran a campaign based on BGC. Our suits were built essentially as vehicles, with force wall type defenses against anything except knockback. Every now and then I think about writing up the campaign as a sourcebook, but I always get distracted before anything comes of it.
  14. At the risk of adding complication to a system that is already characterized as mechanics-heavy, I have an observation to add: There is an assymetry to the contributions of talent (stats) and training (skill levels) to the function of a skill in certain situations. example: Both Larry Bird and Magic Johnson were fantastic basketball players who led their teams to many championship games, often against eachother. Magic Johnson, I would characterize as having more raw physical talent(stats), and Larry Bird I would characterize as having more training (skill levels) Years after they ended their playing careers, both ended up as head coaches of NBA teams. Larry had a much higher win % as a coach than Magic. It is my contention that players who are more skill levels than stats make better coaches because their success is a product of something that can be explained and passed along to their players better than raw physical gifts. (as a side note, Michael Jordan also had a pretty lousy win % as a head coach. I can't think of a player more blessed with physical gifts than MJ) So, I might consider working out a system where in certain situations, the stat contribution to a skill roll might be magnified and at others, the skill portion might be magnified. Coaching would seem to be a situation in which your skill at basketball might be a good complimentary skill, but in which the dex contribution should be downplayed, or alternately, the skill portion magnified. In any case, the primary skill ought to be coaching, as there are examples of extremely good coaches who never played very much. (although these are pretty rare) Back to the issue at hand: if you find that there is no mathematical reason to buy a skill level as opposed to just increasing your stat (especially in a non NCM game) then invent one. If skill levels got magnified at certain times, then perhaps more people might buy them. $0.02
  15. Anybody who uses tactics. Moreso if they also do research.
  16. skills that are not everyman skill default to no roll possible, as opposed to a stat roll with penalties.
  17. 5 pts for +1 OCV is great for PCs with varied attacks (standard martial arts and a gun for example) Dex, with limitations such as no figured stats, and does not affect your turn order and no dcv or dex rolls, is cheaper, unless you're at 20 and playing with NCM.
  18. IMO, all this is going to cause is INTs in the 40s PREs in the 30s and still more DEX inflation. Why put any points into demolitions when dumping another 5 points into INT makes me better at it for free and gets me a +1 perception roll, makes me better at programming computers (even if I'm a caveman) and everything else that isn't a PRE or DEX based skill... $0.02
  19. My gut instinct says, less STR, more martial arts DC. Besides, it costs less when you buy your STR with the interdimensional advantage. (useful for pulling guitars out of kids heads and stuff)
  20. PD: Certainly baseball isn't as contact intensive as football or boxing, but it should be pointed out that a significant number of baseball players played football in either high school or college. Point 2: Catchers. Point 3. Sliding. You won't last long in this game with a 2 PD. They tend to run faster than average normals and sliding will do more damage the faster you go. Point 4: you can't be afraid of the ball. Everyone in the major leagues will have been hit with countless pitched and batted balls by the time they make the show. If you're going on the DL with broken bones every other game, your career is over before it begins. The minor leagues would be a death sentence if they all had 2 pds. BODY: Hero says 30 Body is human maximum, I say 20 is about the tops you're going to find in the general population. Either way, Baseball players are going to be a lot closer to 20 than 10. You can interpret BODY in a number of ways. Is it sheer body mass? Baseball players tend to be larger than average people. Certainly not to the extent that football players are, but still quite largish. I remember when middle infielders used to be smaller than the average man, but that was quite some time ago. Is BODY a measurement of overall health? Ballplayers tend to be a lot healthier than the general population. Certainly, there are exceptions, but the average MLB player is a cut above the average man. An average man probably couldn't make it through a full 162 game season, especially if they play in the midwest or south in an outdoor field. (thankfully rare these days) Is BODY related to willpower? Surely, even some small people have an immense will to live, completely out of proportion to their size and/or health. Again, your average MLB player has an above average will, just about any way you want to measure it. Chances are, they wouldn't have gotten to the big leagues without it. These are the only measurements we can reliably use. We don't have a good way of quantifying how many bullets you can pump into a person before they die. (not with any amount of clinical precision, anyway) I look at things in this way: What percentage of the general population would you categorize as having a higher BODY rating than the average MLB ballplayer? Of all the people I've personally met, I've met maybe five that I might put in that category. So, the way I look at it, the average MLB ballplayer is going to have a BODY rating in the 75-90 percentile range. If you're using the human max of 30, then ballplayers should be seeing body stats up to 25. If you're using 20, then maybe topping out at 18 would do. $0.02 and a handfull of sunflower seeds.
  21. Levels, levels, levels. One thing about throwing a baseball. It's surface is irregular. It generates more or less turbulence depending on how it's gripped and released, hence the difference between a fastball (which goes pretty much in a ballistic arc) and a breaking ball (which doesn't) Throwing a ball faster is going to generate more air friction and hence, more potential break on the ball. Without phenomenal control over the rate and direction of spin, there is literally no way such a pitcher could control where a ball would end up. My advice, lower Dex, metric assload of levels. PSLs vs range mods, PSLs vs hit location penalties, etc. etc. etc.
  22. You're assuming baseball players have 2 PD and 10 BODY? I can't find a player at the major league level who I would categorize as 2pd, 10 body. Maybe the little league world series, where some of the players are bigger than me, and some of them aren't. (what are they feeding the kids these days?)
  23. FWIW, A really good major league fastball tops out around 100 mph. Perhaps the radar guns are running a little hot, but even so, you're looking high 90's easy. Given that people have been knocked out of the game for months at a time as a result of being plonked by fastballs, I think the estimate of 2-4 dc is a little low. Players wouldn't need batting helmets if a fastball only did 2-4 dice, would they? I don't think catchers wear all that protective gear to shield themselves from 2-4 dc. $0.02
  24. I once got away with darkness with IPE. It sort of worked like putting a polaroid in front of a security camera.
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