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massey

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  1. Like
    massey got a reaction from Chris Goodwin in Fantasy Immersion and the Things that Ruin it.   
    I'm going to disagree.  There are several real world reasons why game books might have 15 different types of elves, and only one type of humans.
     
    First, books are generally written from a human perspective.  So we say "Russians" instead of "men of Russia".  That's a normal part of the English language.  On the other hand, we don't have real terms for the nationality of made-up races.  If you say Russian, I'm going to assume you're talking about humans from Russia, not Russian dwarves (in a fantasy setting where dwarves are different from just short humans).  If we want to distinguish, we have to work around it.
     
    Second, people have a long history of racial discrimination in the real world.  It's a sensitive topic, and so we mostly avoid giving humans from different areas differences in abilities.  If you gave one group 5 points of cold resistance, and another group +2 with sports, your game would get the wrong kind of media attention.
     
    Third, often games are trying to include creatures from many different real world cultures and fictional sources.  A Tolkein elf is different from a Keebler elf, which is different from an Irish fae, etc.  Given the need to fill out Monster Manuals and sell books, I think it's understandable that game companies try to draw from as many different sources as they can.  And for the casual player base, it's probably easier to say "Mountain Dwarf" than to use a bastardized English version of some ancient Swedish mythological name.
  2. Haha
    massey got a reaction from Mr. R in Fantasy Immersion and the Things that Ruin it.   
    This.  I used to game with a guy who had very strange ideas about politics.  He'd cram that stuff into every game he ran.  He was a good GM for the most part, but then we'd have to fight cultists of the evil god of bureaucracy.  Not making that up.  They intentionally try to make the government less efficient and more bloated.  His games were like a weird combination of D&D and Ayn Rand.  It was certainly unique, but it would completely take me out of the game.  You just thought "oh yeah, I have to give the right answer here or Jerry will flip out".  Of course my dwarven battle-rager hates red tape and filling out forms in triplicate.  That's totally something a medieval fantasy dwarf would encounter regularly and deeply care about.
     
     
  3. Like
    massey got a reaction from Boll Weevil in Star Wars using Hero...?   
    So in the original Star Wars, I'd say you have at a minimum 3, maximum 6 players.  You've got at least Han, Luke, and Leia.
     
    Han spends his points on smuggler skills, being good with a blaster, being a good pilot, and having the Millennium Falcon.  Leia spends her points on a bunch of diplomatic stuff, contacts, wealth, rank, etc, as well as being pretty good with a blaster.  Luke spends his points on lots of piloting skill, decent combat ability, and then some low level force sensitivity.  All three of these characters are roughly equal, we'll say, but when we first meet Leia she's going through a story arc where she doesn't have most of her stuff available to her.  That's okay though, because Luke doesn't get to fly a ship until the very end, and Han has a decent amount of points tied up in the Falcon, which isn't that useful when it's been captured by the Empire.
     
    Now, you've got up to 3 more players in the game.  Chewbacca is cool enough that somebody wants to play him, though he might actually be Han's Follower.  Chewie spent his points on really high physical stats, skill with his crossbow, and tech skills.  The next character who might be a PC/might be an NPC is Obi-Wan.  He's got mystical Force powers that nobody else has, but he doesn't appear to be that powerful physically.  Finally you've got the two droids.  3PO is pretty damn useless most (well, I guess, all) of the time.  But R2 can hack into computers, and repair stuff, and is basically a fully functional team member.  So maybe a player gets both of these characters  Neither of them is a very high point character, but hey, you get two of them.
     
    By Empire, Luke has increased his Force abilities, and may have paid for his X-Wing.  Leia (who seems to have most of her points active in between movies) is now a General with the Rebel Alliance.  Han is going legit and has bought skills and contacts with people who aren't crime lords.  Chewie is still Chewie, and Obi-Wan is a ghost.  The droids split up, though they don't really have a lot to do during the movie.  Of course then we introduce Obi-Wan's player's new character, Lando Calrissien.  
     
    It's only really in Jedi that we see Luke's abilities start to outstrip the others.  He's clearly the most powerful by that point.  Even still, in the forest fighting on Endor, Leia hangs with him, fighting stormtroopers on speeder bikes.  So I think the other characters have been buying up their stats as well.
  4. Like
    massey got a reaction from Barton in Tips and Tricks on How To Be A Game Master for Heroes   
    One thing I think the game needs are some quick and dirty character designs just for people to play around with and learn the combat system.  Not complete characters, just generic archetypes that are easy to understand.  Maybe each character has like one unique thing to help people learn the game.
     
    For instance, let's go with something like this (not complete characters, not even complete character sheets, no point balancing done at all):
     
     
    There you go.  There are your heroes.  They are all fairly simple and straightforward.  Hand the players a character like this and they should be able to figure out what is going on.  The handful of decisions they make each round are clearly spelled out.  Now have them fight something like this:
     
     
    There.  Have them fight an opening battle where they take on 2 of the Nazi Goons apiece.  They shouldn't be in any danger of losing, even if they do really dumb stuff.  The Nazis are breaking into a science lab or something trying to steal an experimental thingy.  The heroes should be able to fool around with their characters and learn how the system works, while still winning.  Then have them fight another round of Nazi Goons where there are 3 or 4 Goons apiece (they're now attacking in force now that they know the heroes are there).  This is still weighted in the heroes' favor.  If the heroes win, have one or two goons escape and that leads the heroes back to their lair.  If the heroes are losing, have the remaining goons grab the experimental thingy and run (also leading the heroes back to their lair).  Once at the lair, the heroes discover that the Nazi Goons have all been Mind Controlled by an Evil Robot Guy.  The Evil Robot Guy needs the parts that the Nazis were trying to steal in order to boost the range of his Mind Control machine, allowing him to take over the city.
     
    Now the climactic fight begins, against an opponent that actually has super-powers (and should be able to defeat any of the heroes individually, but not all of them together).  If the heroes have fought well in previous encounters, then let Evil Robot Guy have a few Nazi Goons to help him out in the fight (one or two per hero should be fine).  If the heroes have not fought well (they don't seem to be 'getting it' yet), then have the Evil Robot Guy be alone.  If they really need help, you might have them take Evil Robot Guy by surprise as he works to finish his Mind Control machine (his back is turned and he doesn't hear the heroes come in, meaning they get to act on Segment 12 and he doesn't).
     
    There you go, an easy intro adventure with pre-made characters that everyone should understand.  The Big Green Guy is the toughest, and hits the hardest.  Patriot Shield Man is the fastest, and has great OCV/DCV.  And Ghost Robot Man has freaky weird powers that no one else can do.
  5. Thanks
    massey got a reaction from Word Sensei 515 in New to MHI RPG and Hero System   
    No problem, I'm happy to help out.
     
    The Powers section isn't really that difficult to grasp, there's just a lot of info there and it isn't written in an entertaining way.  Every effect in the game, and almost any effect you can think of, can be written up with the Powers in the rulebook.  To play the game, you don't need to know what every Power can do, you just have to know what your Powers can do.  This is why pregen characters make things easier, because the player only needs to look up like 3 or 4 things.  You wouldn't need to read through every single spell description in D&D before you played a Fighter.  You don't need to read through all the Powers before you play a Hero game.
     
    As you become more familiar with the rules, you'll see that once you understand how a particular Power works, you start to relax because it always works the same way.  Say the dreaded Doctor Radium has an ability on his character sheet called Gamma Blast, and it is listed as a 4D6 Ranged Killing Attack.  You look at the section for Ranged Killing Attack (RKA for short), and you see that you roll the listed number of dice, add them together, and that is how much Body damage the target takes.  So 4D6 will do somewhere between 4 and 24 Body, average of about 14.  From now on, any time you see a Ranged Killing Attack on somebody's character sheet, you'll know how that Power works.  It doesn't matter if it's called a Fire Burst, or Freezing Cold Attack, an RKA is an RKA,  It's the same Power, just with a different description.
     
    Part of the problem is that some of the example characters will have a Power that has waaaay too much information for a beginner.  You'll see something like:
    Mental Paralysis, 3D6 Entangle, Based On Ego Combat Value (+1), Entangle Takes No Damage (+1), Invisible (+1), Concentrate 1/2 DCV (-1/2), Extra Time Full Phase (-1/2), Eye Contact Required (-1/4), x2 End (-1/2), Visible to Mental Sense Group (-1/4).  Active Points 120, Real Cost 40.
     
    And you'll look at that and your eyes will glaze over.  Don't worry about it.  My eyes glaze over too and I've been playing for 20 years.  Stick to easier character builds until you get the hang of it, and gradually that stuff will start making sense.  And once you know what each of those little things mean in that ugly convoluted sentence, you'll be able to read it and know exactly how that Power is supposed to work.  
     
    Just to explain that mess, an Entangle is a power that immobilizes a target. Think of Spider-Man's web-shooters.  You roll 3D6 and that tells you how tough the Entangle is.  Based On Ego Combat Value (the current edition of the rules has a slightly different name for it), means that it's a mental ability instead of a physical one, and it is targeted by your willpower, and resisted by theirs.  Entangle Takes No Damage means that you can shoot somebody after they've been entangled, and you don't accidentally break them out.  Invisible means that people can't see it, since this is a mental attack it all takes place in the target's head.  Concentrate 1/2 DCV means that you have to really focus to use the power, you stand still and it's easier to hit you.  Extra Time means that it takes an entire action to use it, you can't move and attack, all you can do when you use the power is stand there.  Eye Contact Required should be obvious, you have to be looking at each other to use it.  x2 End means that you pay twice as much Endurance to use the power, so you'll get tired faster.  Visible to Mental Sense Group means that psychics and telepaths can see the attack, even though you paid to have it be Invisible.  Active Points is a measure of how much raw power the ability has.  Real Cost is how many points your character has to pay to get the ability.  The "pluses" (+1, etc) listed after a phrase means that the ability is an Advantage, making a power better but also more expensive.  The "minuses" (-1/2) tell you that the ability is a Limitation, making the power less effective but also cheaper.
     
    Anyway, you probably didn't need to know all that, but I wrote it anyway, so I'm posting it.
  6. Thanks
    massey got a reaction from Word Sensei 515 in New to MHI RPG and Hero System   
    Playing the Hero System is very simple.  The game runs smoothly, there are very few special rules or exceptions that you have to remember, and the game mechanics are logical and work well.  There are very few games that work as well as Hero.
     
    Learning the Hero System can be a pain in the butt.  Most of the rulebooks aren't set up very well for new players.  Hero started as a superhero game, and so one of the big sections of the rules (probably the biggest section) is called Powers.  It's set up so you can build almost any kind of effect that you can think of.  A lot of people take one look at the rules for Powers and they freak out and say "I'm not reading all that".  It doesn't help new players that most of the rules for Powers are written fairly generically.  You don't have a "Fire Control" power, instead you get things like "Blast, Area of Effect" and "Resistant Protection Energy Defense".  They are not creatively named.  The guy who wrote the book is a lawyer, and it reads like it.
     
    The MHI setting will generally have normal humans as its player characters, so the players really shouldn't even have to look at the Powers section at all.  The combat rules are fairly easy to learn, and character creation without Powers is super straightforward.
  7. Like
    massey got a reaction from Juxtapozbliss in How do I balance NPCs?   
    You need to know how tough your players' characters are.  Generally in Champions (completely dependent on the campaign, but generally), PCs will have attacks around 12 damage classes (like a 12D6 Energy Blast).  Their OCVs/DCVs will be around 8-9, and their Speeds will be 5-6.  Characters traditionally have defenses between 2 to 3 times their number of damage classes.  So a PC on the lower end of defense might have 25 Def or so, while someone on the upper end might have about 35.  They'll also normally have a Con score that is high enough so that whatever damage gets through their Defense (on an average roll) won't Con-Stun them.  They normally have enough Endurance for a full Turn of combat, and enough Stun that they can stay awake through 3-4 average hits.
     
    So a normal PC might look something like this:
     
    Bob the Brick
    Str 60
    Dex 18
    Con 25
    Speed 5
    PD 35 (25 resistant)
    ED 25 (25 resistant)
    Endurance 50
    Stun 50
    OCV 8
    DCV 6
     
    That's a pretty tough starting PC, probably too tough for some people's games, and too weak for others.  He'd need skills and other abilities, of course, but this is a good example for our purposes.  So let's say there are 3 basic types of opponents that Bob the Brick might have to face:  agents, other supers, and master villains. 
     
    Agents have to team up to defeat a PC.  One on one, player characters should cream them, often with a single hit.  An agent might have a special weapon or something that can harm the super (Bob the Brick doesn't have any Flash Defense, so agents with flashbang grenades might be able to temporarily blind him), but it's work to do so.  Agents usually need the element of surprise, and they have to coordinate their tactics, and maybe even with all that they have to get lucky as well, to be a threat to the PCs.  Agents generally have lower Speed scores, way less Defense, less OCV and DCV, way less Stun, and they don't hit as hard as PCs.  Some GMs like to take agents and power them up, making two agents (or even one) a threat to a PC, but I think this is a huge mistake.
     
    Sample Agent Man
    Str 10, Dex 14, Con 13
    PD 10 (5 res), ED 10 (5 res), Stun 25
    OCV 5, DCV 4, Speed 3
    Blaster rifle -- 9D6 Energy Blast, 32 charges OAF
    Flashbang grenade -- 6D6 Flash vs Sight & Hearing, AE Hex, 1 charge OAF
     
    Bob the Brick can take on 4 or 5 of these guys without too much worry.  Theoretically they could drop flashbangs on him as soon as his eyes clear from the previous one, and you can drag this fight out over the course of a few turns.  You can whittle down Bob's Stun total by blinding him, then having everyone coordinate their attacks and blast him.  Just remember that agents are there to make heroes look good, and they shouldn't operate as a perfectly coordinated team -- they aren't the main characters.  If Bob picks up a delivery van and hurls it at a group of agents, even if they dive for cover out of the way, they're as likely to drop their guns and run away as they are to stay and fight.
     
    Other supers can be built on roughly equal points to your PCs.  Remember that villains usually aren't as fleshed out as PCs.  Villains normally don't spend points on wealth, or a lot of skills, or other roleplaying elements.  So make sure that a 400 point PC isn't totally outclassed by a 400 point villain who only bought combat abilities.  Ask yourself -- how often will he hit the PCs?  Can he Con-Stun the PC in one shot?  Does he have attacks that they don't have defenses for?  How long will it take the PC to chew through this guy's Stun total?
     
    Other supers can be brought to heel by some critical weakness.  Let's say you have The Titanium Terror, some cyborg super-robot thing that is a carbon copy of Bob the Brick's stats.  Well that's going to be a real rough fight for Bob.  He's 50% likely to lose.  But remember, we don't want Bob to lose, because he's the hero.  There is a player who created Bob and that's his character, and if Bob loses then the player has nothing to do and now he wants to go home.  You're the GM, and if Titanium Terror loses, you've got a lot more villains where he came from.  He's not your only character.  So maybe you give your cyborg robot-thing a Vulnerability: x2 Stun from electrical attacks.  Now Bob doesn't have electrical attacks (he's just big and strong), but when you set up the battle you make sure to set it near a substation or a power plant or something.  At least put some high tension lines nearby.  And then you can drop a hint in your description that when Bob punches the robot, sparks come out or something, and maybe that makes a light-bulb go on in the player's head.
     
    Master villains are designed to fight the whole team.  I'd recommend getting copies of your players' character sheets, taking them home, and running a few mock combats against your master villain ideas.  If the villain cleans their clocks really easily, then he's too tough.  If he loses within 2 or 3 phases, then he's probably too weak.  I'd actually recommend cheating a little bit.  Give him +50 Stun, "only during the first turn" or something like that.  That way if they players do really well and KO your guy in the first phase, he stays up anyway.  You clearly underestimated them.  On the other hand, you might want to put him in a big explosive lab as well.  If he is taking your heroes to school, blowing them apart with no problems, maybe you give a hint to one of your last heroes standing that Professor Executioner is standing right in front of that big glowing reactor...
     
    Master villains will usually have a few more points of Defense than the average hero, 2 or 3 more damage classes, 2 or 3 higher OCV, and maybe 2 extra Speed.  Give them 50% more Stun since they're fighting a group of heroes, and that should be about right.
     
    Professor Executioner
    Str 60, Dex 25, Con 30
    PD 35 (35 res), ED 35 (35 res), Stun 75
    OCV 10, DCV 8, Speed 7
    Executioner Beam -- 14D6 Energy Blast
    Energy Field -- 7D6 Entangle
    Rocket Boots -- 30 meters Flight
     
  8. Like
    massey got a reaction from Panpiper in Stat Benchmarks   
    I go with a more heroic scale.  20 is "maximum" in that it's the max you're likely to encounter in the real world.  It's not the max a human could possibly be.  I reject that idea.
     
    5-8:  People of Wal-Mart
    8-10:  Average couch potato
    10-12:  Average healthy 30 year old in reasonably good shape
    13-15:  Top 10% of your high school (when grown up)
    16-18:  Top college performers
    20-23:  High performing professionals
    25+:  Best of the best
     
    So let's say you've got an 18 Dex.  You could be a scholarship athlete at a big Division 1 school.  You could play basketball for Duke, or football at Alabama.
    You've got a 15 Strength?  You might have been a high school wrestler, and you've stayed in shape as you matured into your adult body.
    20 Presence?  You're a skilled trial lawyer in a large city, respected among your peers.
    25 Dex?  Nike makes commercials with you in them.
  9. Like
    massey got a reaction from Pattern Ghost in What does a Champion campaign really looks like ?   
    If you aren't that familiar with the superhero genre, I'd suggest reading some classic comic books to get a feel for what superheroes are all about.  My own tastes lean towards the late 70s through the 1980s, but it kinda depends on what you're going for.  There's a website called Read Comics Online that has a huge storehouse of comics.
     
    https://readcomiconline.to/Comic/The-New-Teen-Titans-1980
     
    The early 1980s Teen Titans storyline is a great team adventure.  It's got a mix of "woe is me" teen angst, characters balancing their super lives with their secret identities, one-off fights with villains, and overarching plots that the characters will encounter again and again.
  10. Like
    massey got a reaction from aylwin13 in What does a Champion campaign really looks like ?   
    If you aren't that familiar with the superhero genre, I'd suggest reading some classic comic books to get a feel for what superheroes are all about.  My own tastes lean towards the late 70s through the 1980s, but it kinda depends on what you're going for.  There's a website called Read Comics Online that has a huge storehouse of comics.
     
    https://readcomiconline.to/Comic/The-New-Teen-Titans-1980
     
    The early 1980s Teen Titans storyline is a great team adventure.  It's got a mix of "woe is me" teen angst, characters balancing their super lives with their secret identities, one-off fights with villains, and overarching plots that the characters will encounter again and again.
  11. Thanks
    massey got a reaction from Lucas Yew in HS 6e is mechanically the best version of the rules; dissenting views welcome   
    I jokingly answered earlier in the thread, but now I'll answer for real.  This is going to come across as kind of rude.  Sorry.  No offense meant to anybody here.
     
     
     
    6th edition is inferior because it is designed by a committee, based upon a false promise, and a fundamental misunderstanding of the underlying system.  It's the product of endless tinkering without an achievable goal or a clear direction.  I'll try to flesh out what I mean by all that, but some of it is conceptual and may be rather hard to explain.
     
    Everything up to 4th edition was led by the original designers, and there's a logic to how everything was costed.  Power X is about twice as good as Power Y, so it should cost twice as much.  There's a basic concept of balance built into it from the very beginning.  All the powers and characteristics are roughly scaled with one another.  It's not perfectly executed, but it's pretty close.  Moreover, there was a philosophy to how it was balanced.  They valued certain abilities more than others, and so those were costed higher.  These ideas were internally consistent with each other.  Combat abilities are more valuable than noncombat abilities.  Flexible powers are more valuable than those that are more limited.  Therefore these things cost more points.  If you built characters as they intended, and played the game as they intended, it had a wonderful balance.  4th edition Champions was almost perfect.  And again, it was true to its philosophy.
     
    Now with a system as complex as Champions, you'll never get a perfect balance.  There are just too many moving bits and pieces, and a powergamer will find the most efficient builds possible, while a person who has never played before will waste points on things that may never come up.  That is unavoidable.  But later editions didn't understand that.  5th edition, 5th edition revised, 6th edition, Champions Complete, all of them have tried to tweak the system to achieve some perfect balance that just isn't possible.  And the biggest problem is, these changes didn't follow the original pricing structure of the system.  The changes were made by people with a different philosophy of how the system should work.  And those changes don't quite mesh with the underlying system.
     
    As an example, let's go to 5th edition, written by Steve Long (somewhat prophetically named when you see the size of his manuscripts).  He had his own ideas about how the Hero System should work, and he modified it.  Adders became much more common.  The pricing structure for some powers was changed, but not for others.  And while some of these changes were arguably good, others were not so great.  It was clear that he was seeing the system in a different way from the original authors, but it was a modification of their system and not one built from the ground up with his own ideas.  Long's philosophy appeared to be based around trying to make everything fit around a certain core set of game mechanics.  Instant Change was removed as a Talent and modified to be a "My clothes only" Transform.  Shapeshift was turned into a sense-affecting power.  But one of the most glaring examples here is Damage Shield.  In 4th edition, Damage Shield was a +1/2 advantage you applied to a power.  If anybody touched you, or if you touched anybody, they were hit with that power.  When 5th edition hit, it suddenly required you to purchase the advantage Continuous (+1).  But, you didn't actually get the benefit that Continuous granted, which is that somebody hit with a Continuous power will be affected by it every single phase.  No, you had to pay a +1 advantage tax because now you've got to change your Energy Blast to a Constant power before you can apply Damage Shield.
     
    Why is this a problem?  Because it's a different game philosophy stacked on top of the previous one.  While both follow the idea of "you get what you pay for", 4th edition was more focused on comparative effectiveness, whereas 5th added costs with the idea of making powers conform to a certain format.  A 10D6 Energy Blast with Damage Shield in 4th edition was 75 points.  That's the same as a 15D6 Energy Blast.  Quite expensive, but you got the benefit that you could hurt your enemy when it wasn't your phase, without an attack roll, depending on what they did.  Still might be too expensive though.  In 5th edition, you had to buy it Continuous first.  So now that power became 125 points, the same as a Twenty-five D6 Energy Blast.  No power-gamer in the world would choose a 10D6 Damage Shield over a 25D6 EB.  The two aren't remotely comparable.  There are other problems as well.  The cost of Major Transform had previously been based upon the cost of RKA, the logic being if you can kill them, you might as well be able to turn them into a frog.  5th ed wisely dropped having Cumulative be a +1/2 advantage (RKA is cumulative by default), but it added requirements that you had to pay more to affect different types of targets.  Instead of "turn target into frog" the standard Transform became "turn human into frog".  To affect any target, you had to buy another advantage. 
     
    In this way, the cost structure of 5th edition became less consistent, more concerned with form than function.  Abuse wasn't eliminated at all, the nature of the abuse just changed.
     
    I wasn't active on the boards during the time that they were soliciting suggestions for 6th edition.  I think I had an account here but I had wandered off.  But as I understand it there was a lot of discussion about what changes people wanted to see made.  And while I like most of you guys just fine, good lord do I disagree with a lot of you over how the game system should work.  I see questions on the Hero System Discussion page, and many of the suggestions are overly complex and extremely point inefficient.  But some people feel like they've got to dot those "i"s and cross those "t"s.  Again I wasn't involved in any of the discussions, but when I flip through the 6th edition book, I'm reminded of the adage "too many cooks spoil the broth".  6th compounds some of the mistakes of 5th edition and doesn't look back.
  12. Like
    massey reacted to Jhamin in How Tony Stark spends his Experience Points..,   
    I think it was a PC trying something silly & his GM went along with it part of the way.  If we are assuming Iron Man 3 was a Champions Session, "House Party Protocol" was Stark's player being cute and trying to make an army out of his backup suits/extra foci and some inventor rolls.  His GM let him get away with it once but declared that they all came apart if they took any damage or failed a dex roll.  He was then informed he wasn't allowed to do that anymore.
     
    In later movies, he actually bought the Iron Legion as followers but they were usurped by Ultron.  He then appeared to give up on armies of troopers and went nanotech, AKA he re-spent his points and rolled the followers (along with a bunch of XP) into buying off his Foci limits entirely.  It looked like he had OIHID during Infinity Wars (He had to activate his chest unit, which Endgame showed us was removable) but by Endgame he didn't seem to have any limits at all anymore on using his Nanites.
  13. Haha
    massey got a reaction from DentArthurDent in 2000-Year-Old Green Mask Found In Teotihuacan   
    Whatever you do, keep it away from Jim Carrey's dog.
  14. Haha
    massey reacted to Iuz the Evil in 2021 College Football Thread   
  15. Like
    massey reacted to Jhamin in Is Duplication balanced vs Summon?   
    That is exactly my point.  These two powers are related but different in a lot of their details, however those details aren't actually helping us use them to simulate what is actually going on in the fiction we are trying to simulate.  

    If it took multiple advantages & disadvantages to use blast to simulate Cyclops' eye beam or Flight to simulate Superman's power... then those powers might have a problem. 
     
    I think Summon works fine when you want to call up a Demon and Duplication is fine for Triplicate Girl but when Monkey King wants to call up a dozen of himself to fight and if they get killed can just call up a dozen more then the current rules structure makes that overly complex.... because we end up using a bunch of mods to force one power to work like another.
    It is messy, it is expensive, and it is more about system stuff (persistant/nonpersistant, standard power/special power) than about anything the characters are actually doing.
  16. Like
    massey reacted to unclevlad in 2021 College Football Thread   
    Well, that's good to know.
     
    FSU and Notre Dame.  ND's punting.  FSU rusher hits the kicker firmly;  flag's thrown.  The question before the house is...5 yards running into, or 15 for roughing?  It was 4th and 9.
     
    So ESPN bounces it to John Perry, their college rules expert.  He says...if it's the kick leg, it's 5 yards.  If it's the plant leg, it's 15.  That makes a lot of sense.  It was the kicking leg, so the punter gets spun around...but that's diffusing the impact.  When it's the plant leg, that's *seriously* dangerous;  severe knee or leg injuries are alllllll too possible.
     
    I can't recall ever hearing that distinction before.
     
    EDIT:  cool story in this game.  Remember McKensie Milton from UCF?  Led UCF to a couple excellent years in 2017 and 2018...finished quite respectably in the Heisman voting both years.  HORRIFIC!!!!! injury....from the Sporting News:

     
     
    So the starting FSU QB had to come out for a play;  his helmet got knocked off.  Milton enters the game...his first play is a nice 18-20 yard completion.  He stays in...nothing discussed as to why, but concussion check is certainly plausible when a player loses his helmet.  Anyway, Milton quite briskly marches the Seminoles right down the field, bip, bang, boom, TOUCHDOWN.  To bring FSU to within 3.
     
    Dr. Levy was at the game;  he said he had to see if it happened, because, as far as anyone knew...no one had ever come back from this.  

    VERY cool.
  17. Like
    massey reacted to Grailknight in Is Duplication balanced vs Summon?   
    The +1/4 Amicable says that the Summons wants to help the Summoner akin to Moderate Psych Lim and +1/2 becomes a Strong Psych Lim. Requiring the +3/4 Total Psych Lim level to enter combat seems to be counter to that. It also discounts the possibility that the Summons might be inclined to do the requested task naturally. A PC with a similar Psych would need a good reason not to do take the action and you don't summon cowardly creatures to fight battles for you. The Summons may flee after a few setbacks but an Advantaged Summons should get better performance than  a basic one where you have to win a contest of wills. 
  18. Like
    massey reacted to Christopher R Taylor in Is Duplication balanced vs Summon?   
    Summoning is pretty limited though.  The creatures comes through and can do nothing for a phase.  You have to negotiate, defeat in a battle of wills, or compel the creature to take action (or it gets more expensive to not do so).  Duplication is fired off right away.
     
    Its a house rule, but I reject the "if they die the points you spent are gone forever" aspect.  Really?  My character loses character points permanently??  That sounds like a limitation, not a feature.
  19. Like
    massey reacted to Hugh Neilson in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    Ah, the old D&D question.
     
    An intelligent person knows he should stop talking.
    A wise person shuts up.
  20. Like
    massey reacted to Hugh Neilson in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    It will come down to whether she had a contractual right to an exclusive theatrical release, not whether anyone who made the decision to have a simultaneous streaming release read, or understood, her contract.  Then, of course, she will need to demonstrate the damages suffered (i.e. how well would the theatrical release have done with no streaming, to establish how much this cost her).   By the time this reaches an arbitrator or a court, there should be a lot more movies to argue are more or less comparable.
     
     
    Strange and Stark were neck and neck for "most arrogant MCU hero".  The full scenes may be more telling, but it looks like Peter said "can you take away everyone knowing I'm Spider-man", which Strange assumed, without confirming, meant "remove that knowledge from everyone".  When that assumption slipped out, and Peter grasped its implications, the trouble started.
  21. Haha
    massey got a reaction from mattingly in Marvel Cinematic Universe, Phase Three and BEYOOOOONND   
    You mean Mr “they really shouldn’t put the warnings after the spells” guy just rushes into things?
  22. Like
  23. Like
    massey got a reaction from DoctorImpossible in 2000-Year-Old Green Mask Found In Teotihuacan   
    Whatever you do, keep it away from Jim Carrey's dog.
  24. Like
    massey reacted to Christopher R Taylor in VPP -1/4 limitation; "Only Magic"?   
    Yeah it has to do with special effect, but also conceptual stuff.  You cannot make a robot, or a starship, you cannot do things that do not feel or seem magical.  It has to follow a theme.  This is  very broad theme, granted, but still its a small limitation.
  25. Like
    massey reacted to IndianaJoe3 in VPP -1/4 limitation; "Only Magic"?   
    The special effect of any powers from the pool would be, "magic." This might not seem like much of a restriction, but, "Dispel Magic" would work against any of them.
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