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ajackson

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Posts posted by ajackson

  1. Re: Repricing CSLs

     

    I'm inclined to agree "all combat" at 8 is about right.

    It was too high in 5e, where +3 Dex (no figured CHA) for 6 points would give you +1 OCV, +1 DCV, +3 initiative, and maybe +1 to Dex rolls, but 6e is not 5e. However, 6e promptly increased the max cost CSL to 10.

  2. In my time as a GM and player, I have noticed that certain level sizes (2p, 3p) are very popular, and other levels sizes are, well, not. This implies that there might be some form of problem with their costing, so I thought I'd examine their prices.

     

    Fundamentally, +1 level with all combat can be thought of as a multipower with +1 OCV (5), +1 DCV (5), +0.5 DC (unspecified, but (5) seems fair). Thus, +1 level with all combat has a natural cost of 8 points. Note that these are multi slots, not ultra slots, since it's possible to mix and match on levels. Other types of levels can then be thought of as combat levels with limitations. Based on the pricing of things like multipowers and the variable effect advantage, I'd eyeball the limitations as:

    1 ability: -1 limitation

    Small Group: -1/2 limitation

    Large Group: -1/4 limitation

     

    This gives us a basic cost as follows:

    Combat Skill Level: 8 (All), 6 (Large Group), 5 (Small Group), 4 (Single Ability). OCV, DCV, or DC (current pricing: 10, 5, 3, n/a)

    We can also introduce new level types:

    OCV Level: 4 (Large Group), 3 (Small Group), 2 (Single Power). OCV only. 2 point levels are probably being generous.

    DCV Level: 4 (Large Group), 3 (Small Group), 2 (Single Power). DCV only. 2 point levels are probably being generous.

    Melee Level: 5 (All), 4 (Small Group), 3 (Single Power). OCV, DCV, or DC, but only with or against melee attacks. Optionally, also works vs ranged attacks that are done at no range (this is a CSL with the 'No Range' limitation).

     

    Mental CSLs are a special case, as MCV is 3 points per level. Natural pricing for a general MCV level is 7 (if 2 levels can be used for +1 DC) or 5 (if it takes 3 levels for +1 DC).

     

    Thoughts?

  3. Re: Replacing the Speed chart with a shot system

     

    The shot chart paradigm is that the actions themselves require different time periods to complete.

    Well, that's not a required feature, but without it there's not much to the system in the first place (it adds granularity at the low end, loses granularity at the high end). Anyway, it's been a useful enough discussion, even if I didn't persuade anyone to try it.

  4. Re: Replacing the Speed chart with a shot system

     

    But people have a lot more experience with' date=' making them far more comfortable with, the SPD chart.[/quote']

    True. There's no question that switching from a SPD chart to a shot chart would be more difficult than not making any changes. I'm not convinced that someone starting from zero would find a shot system more complicated than the SPD chart, however. Of course, plenty of games manage to make do just fine with everyone acting once per round and managing fast characters with mechanics that allow multiple actions.

  5. Re: Replacing the Speed chart with a shot system

     

    As a side note, it's possible to be much more radical than this proposal -- this proposal doesn't require changing anyone's character sheet -- but if you're willing to simply remove Spd from the game you can just have a simple table of how long an action takes. A reasonable value might be that the default time for an action is 4 shots; it takes 2 levels to reduce to 3 shots, 5 to reduce to 2, 10 to reduce to 1. As part of an action, you may move your speed. A movement-only action takes 2 shots; 5 applicable levels reduces that to 1 shot.

  6. Re: Replacing the Speed chart with a shot system

     

    Your selection of 2 levels per SPD point appears to have been based on the assumption of doubling attacks.

    No, it was based on SPD being 10 points per +1, while CV is 5 points per +1.

    Thinking on that last one' date=' why can't I just buy "+X Speed, only with Attack Power Y"?[/quote']

    You can. Good point, no need for a special advantage. That's (rarely) viable with the current rules -- if you're going from 3 to 6 or 4 to 8 you can take 2 actions and then shift back to your normal spd with no penalty, since your phases will be the same.

    Of course' date=' that also means that a half move and attack with the 'fast' power allows me to act again faster than just making a half move.[/quote']

    The way movement works with changing speed is a bit wonky (I use my skill levels to act faster...and I can run faster too!), but that's always been true (lessee, if I have normal cha max for running and spd 2, I can run 40m/6s or about 15 mph. If I have spd 4, I can run at 40m/3s or 30 mph). Per-shot movement rates would be tempting.

  7. Re: Replacing the Speed chart with a shot system

     

    I suggest the assumption that a 1 point speed increase doubles attacks is an overly optimistic one' date=' and your analysis of the numbers merits revisiting.[/quote']

    I didn't assume that. If I did, it would always be worth bumping SPD if your hit chance was at least 10, as opposed to the chart (based on your spd) about when it's worth bumping spd.

     

    How? I can't speed up my next action for only taking a half phase action this time.

    You could create a rule for that, but if it works for phase-ending actions, it would tend to result in highly static combat, since it means you pay a significant penalty for doing a move-and-attack rather than just standing still and attacking. I really wasn't referring to anything other than the ability to spend levels, and possibly throwing in a 'fast' advantage (probably +1/2, halves shot cost).

  8. Re: Replacing the Speed chart with a shot system

     

    DOH! Your comments and my followup both assume 1 attack at 10- or two attacks at 8-.

    No, my comment didn't assume that; that was just an explanation of how I arrived at certain numbers.

    Finally' date=' I agree with the poster above who asks that you tell us what you consider to be wrong with the current system that would be fixed by this change. I'm not seeing much of an improvement overall, much less an improvement sufficient to justify changing a fundamental game mechanic, with all the ripple effects that is likely to cause.[/quote']

    In large part, this is a case of I am an inveterate rules tinkerer, let's look at this idea and see what it does. However, I do think that it solves some problems. The most notable being:

    • It eliminates the need to set up a speed/phase chart at the start of combat; you can just track a single for everyone, or if you like a physical manifestation, you can line up a bunch of counters at the start of the shot track and move them forward as they act.
    • It handles changes in speed without the odd stuttering effect you can see with the speed chart.
    • It lets you take quick or slow actions easily.

  9. Re: Replacing the Speed chart with a shot system

     

    So let's assume I have a SPD 4. I move and delay. The count goes for another 4.

    Okay, you move and delay on, say, shot 6. Your next shot is set to 9. If you take your delay on shot 8, your next shot is set to 11. If you don't take your next shot before your initiative on 9, you get a normal action at 9 and your delayed action is lost (this isn't something I'd thought about before, so it's helpful to answer).

    So put up my full' date=' END expensive defenses, slap all levels in DCV and delay. I only spend END once a turn, so I can keep those defenses up while I wait for my teammates to recover/get here/finish their opponents.[/quote']

    You can already do that (though it's rarely worth it), so I don't see the big problem.

  10. Re: Replacing the Speed chart with a shot system

     

    If I'm at 8 SPD' date=' I need 8 levels to enhance the shot score. Granular?[/quote']

    That's not a function of granularity per se, it's a function of keeping with the existing speed chart. If I wanted to put SPD on a log basis it would be fewer levels to do that.

    I thought you were directing levels to the shot cost. So this just means that people who are naturally faster need a lot more levels to get any bang out of this option than slow people.

    Hard to avoid, if you want to keep the option reasonably balanced vs the cost of SPD.

    With SPD costing 10 points' date=' I'm much better off buying 3 point skill levels.[/quote']

    Well, you can only use levels that are actually applicable to what you're doing. It's no different from combat value -- 2 3-point levels give me the equivalent of 10 points in OCV, just like they're giving the equivalent of 10 points in SPD.

    But I can't move and delay? More lost options?

    Move and Delay isn't really problematic, though you'd have your full shot cost penalty based on when you took your delayed action.

    An option I lose under this system' date=' I guess.[/quote']

    Why would you lose it?

    Or can I just keep delaying my action so I never take a shot' date=' thereby holding my breath indefinitely since I only lose END on my shot. In fact, as long as I keep delaying, I can keep all my constant powers up at no END cost, since I never have to have another shot come around, right?[/quote']

    I have a hard time being worried about this in general, but you can always require occasional END expenditures (probably once per turn).

    One shot at 10- has a 50% chance to hit and a 50% chance to miss. Two shots at 8- have a 6.25% chance to land two hits' date=' a 56.25% chance to miss twice and a 37.5% chance to hit once. Is that equal? I suppose both average half a hit.[/quote']

    Depending on situation, it can be more or less useful, but on average it's the same.

    That being the case' date=' with high SPD a lousy deal, it seems like I'll want to use my levels on SPD.[/quote']

    SPD is priced as if it were 2 5-point levels (all actions, but only usable for SPD). Given the cost of general levels, that's a bargain.

    If you knwo exactly what your chance to hit is' date=' you're playing a different game from the one I normally see. With those figures, and typical Hero speeds, it will seldom or never be worth spending levels to enhance SPD.[/quote']

    I don't normally know my exact chance to hit, but it doesn't take that many attacks to get a rough idea. Honestly, you're right about probable uses for levels, but is spending 4 levels to bump your spd from 4 to 6 really less useful than spending 4 levels to bump your energy blast from 12d6 to 14d6? Like spending levels for damage, spending levels on speed is likely to be rare at higher point levels.

  11. Re: Replacing the Speed chart with a shot system

     

    With no difference for SPD 7' date=' 9, 10 and 11, these higher speeds cost a lot for limited utility. Even 5 and 8 require half points to be workable. The benefit is more granularity at the low end, but how many players will take a 1.5, 2 or 2.5 speed? The Heroic will still, I suspect, cluster around 3 - 4.[/quote']

    Probably true, but does it matter? Honestly, I can live without SPD 7, 9, 10, and 11, it's somewhat unnecessary granularity. High SPD has always costed a lot for limited utility.

    This also reduces the benefits of holding your action' date=' so that will become a less common strategy. Whether that's a flaw or a feature depends on perspective.[/quote']

    I've seen far too many games turn into wait-fests.

    Really? Let's say my Speed was 2 when I last acted. My shot clock is now counted down to 1. My SPD is Aided to 3. When do I move?

    That's not the way the shot clock as I described it works, but the underlying question can be answered anyway: if your SPD gets boosted, your next shot is unchanged, but the next time you take an action, your shot cost is based on your new SPD.

    Of course' date=' now I have a lot more .5's, and the existing .5's become .25's.[/quote']

    Huh? Are you thinking I meant multiplication? If you have a SPD of 2 (shot cost 6) and burn a level on speed, your SPD increases to 2.5 and your shot cost is now 5. 2 levels for shot cost 4, 4 levels for shot cost 3, 8 levels for shot cost 2.

    How long is a "turn"?

    A turn is 12 shots (24 shots if you are using 0.5s shots, as appropriate to a high power campaign).

    How will Extra Time and similar limitations function (at the higher ends' date=' no change, but Full Phase, Delayed Phase, Extra Segment, up to Full Turn are combat relevant).[/quote']

    Unchanged, other than maybe a requirement that you use your levels in the same way for both phases of an extra phase power. If it wasn't clear, when you take your action, you take a full phase (so you can move and attack).

    When do continuous or uncontrolled abilities get triggered? If I fire one' date=' then delay, do I now have to track two shot clocks?[/quote']

    Well, given the way DoTs work in 6e, they have their own shot clock anyway, but other than that, goes on your phase, it's not like this is any weirder than, say, voluntarily reducing your SPD to 1 to keep the end cost of your force field down outside of combat...

    If a target is stunned' date=' when do his Constant powers shut off?[/quote']

    No change -- end of shot.

    How will drowning work under this model?

    No change -- you lose END when you take an action.

    How will falling work?

    No change, it already works on the segment system.

     

    Oh, was doing some thinking on when it would make sense to use levels to go faster. If we assume that 2 attacks at 8- (25% chance to hit) are equal to 1 attack at 10- (50% chance to hit), and we ignore called shots or spending levels for damage (called shots are difficult to evaluate; spending levels for damage is on average better than boosting speed if your damage is less than 2DC * speed), we find:

    • If your hit chance is 10 or better and your SPD is 1, it's worth increasing.
    • If your hit chance is 12 or better and your SPD is 2, it's worth increasing.
    • If your hit chance is 13 or better and your SPD is 3, it's worth increasing.
    • If your hit chance is 14 or better and your SPD is 4 or 5, it's worth increasing.
    • If your hit chance is 16 or better and your SPD is 6, it's worth increasing (to 8)
    • If your hit chance is 20 or better and your SPD is 8, it's worth increasing (to 12)

  12. An idea I've been playing around with: replacing the speed chart with a shot track. The way a shot track works is as follows: each character has a next shot; this will be 1 at the start of combat. Starting at Shot 1, the GM calls out shot numbers, and any character whose current next shot is equal to (or less than) the current shot gets to go. Any character who acts sets his next shot to (current shot + shot cost of action) (exception: characters who abort before their shot add the shot cost to their current shot). The shot cost of an action is determined by SPD

    SPD  1   1.5 2   2.5 3   4   5   6   8   12
    Shot 12  8   6   5   4   3   2.5 2   1.5 1

    Note: in a high power game, you'll get more usable granularity by doubling all shot costs, and defining 1 shot as 0.5 segments; otherwise, don't use the half-point shot osts. Half-points of speed are buyable normally, or with levels (below).

     

    So, what's the benefit of doing this? There are three basic benefits:

    • Because your next shot is based on current shot, you don't have anomalies such as a speed 4 character delaying until segment 2, then going twice in a row; a SPD 4 character who delays to shot 2 will have his next shot on 5 instead of 4.
    • The effects of changing SPD scores become well defined.
    • It's possible to have moves that are just faster or slower than others. I suggest that 2 levels can be spent to increase effective SPD by 1 (one level can be spent for +0.5 SPD). In addition, it's fair to allow half-phase actions that don't end your turn (e.g. half-moves) to be completed in half time.

    So, thoughts on any of this? Does it seem like an improvement over the speed chart? If so, is it a sufficiently large improvement to be worth changing?

  13. Re: Laser launched rockets

     

    There are concepts for the space elevator where the power is sent to the elevator car via laser from the ground.

    Something of the sort is actually required. The energy requirement to climb a space elevator from Earth is about 95% of Earth's escape energy, or on the order of 60 megajoules per kilogram. That's around 4x the energy content of any chemical fuel that works in a non-air-breathing engine. Thus, you need a power plant for your climber that isn't air-breathing, and that pretty much limits you to beamed power and nuclear power.

  14. Re: Laser launched rockets

     

    By scaling up' date=' I mean making it able to launch a manned vehicle.[/quote']

    Might take a while. Minimum laser power for laser launch into orbit is on the order of 100 kW/kg (of payload), and reaching that lower limit is unlikely. There's something of a shortage of lasers capable of producing several hundred megawatts continually for multiple minutes.

  15. Re: Champions Online - Cue Dead Parrot Sketch!

     

    *Takes notes* Will give it a shot' date=' maybe that will help with my clunky steering that annoys me so.[/quote']

    Play with your graphics settings as well. I used to have really horrible steering, and it improved a lot with some changes (I think it was postprocessing, not sure at this point).

  16. Re: Champions Online - Revelation Coming In March

     

    Replacing the putz (after throwing him out on his ear) that leaked the paid-expansion info (if he actually DID leak it and wasn't just the scapegoat for a planned leak) was a good thing' date=' but it would have been ever better to have someone reliable in the position to begin with.[/quote']

    So far, the changes they've made in the last week or two are fairly positive, though they'd have been a lot better off doing it a while ago.

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