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The Mad GM

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Everything posted by The Mad GM

  1. [ RANT ] I agree, but I have had problem characters in the past who constantly split the parties. During the combat that started this thread, it may very well work out fine, especially if you can set up three different maps for the characters (I am an advocate of maps in combat, even napkin sketches). But usually when teams split, most of the team sits around twiddling their thumbs while I resolve something for the other part. "While they're discussing tactics, my shrinking character sneaks into the villain's air ventillation system and pokes around." --30 minutes later-- "Okay, now that you've disabled the air conditioner, home theater system and backup security video, and put the entire base on Full Red Alert, I'll go back to the others and see how their plans for a surprise attack are coming." And this was typical. I admit I am a little traumatized on the subject, but starting a campaign by splitting up the superhero team seems very counterintuitive to me. It may work fine, as the characters realize their seperate efforts are linked by a common enemy. I try not to squelch 'splitters' if the situation warrant it, but it is one of my buttons. [ /RANT ]
  2. What about Normal Characteristic Maximums? If you go over 4, don't you need to pay double, or am I misremembering something about Powers and Stats...
  3. My only comment is that whenever you split your players up, it complicates matters and slows down combat. Personally, I've always regretted it. Doing three simultaneous combats is going to be rough, as part of the team has to sit out for each combat. If they are newbies, I'd recommend not splitting them at all, certainly not in the first big combat. Tactics wise, it's fine.
  4. Ahh... light dawns My few experiences in the wild leave me to believe that the only absolutely important abilities are finding your way, lighting a fire, and opening a can. Finding potable water would also be high on the list. Immunity to sudden cold and rain is another, for those times when fires would be impractical. Most of these are covered by the Survival skill (with the exception of the can thing), which you could buy up to obscene levels with the explanation that you have any number of minor magical charms to assist you. Perhaps: +10 to survival roll, RSR:Magic, cost:14 points. (As a GM, Mad or not, I'm not sure about things like G&I, Conc., or Extra time for this sort of thing. Side Effects like 4d6 unluck and hunted by thoroughly annoyed skunks might be worth it for the laughs) . I used to play a primitive LARP (before LARPing was cool) called Ninja, where we tried to sneak up on each other in the woods at night and hit each other with sticks. These experiences gave me some other insights: If someone is pursuing you, or you are pursuing someone, then the ability to move silently (as opposed to merely hiding and staying very still) and avoid being ambushed are particularly useful. Night vision would be a big plus for this. Immunity to poison (ivy) would have made one evening much less memorable. Some sort of 'ward' trap is also useful if you intend to sleep at any point.
  5. For some things, a WF:Siege Engines may be more appropriate, with the OCV being based on the team leader. I'm not sure I'd even ask for a hit roll on a hug static object like a castle gate. But for impromptu, it sounds like it may work. I can easily imagine someone with high Presence being able to add to OCV with a Presence attack (or maybe only add to everyone's Teamwork roll).
  6. Fire is not 'nature' magic What sort of ranger is he? With no formal training in magic, we can assume he has some innate abilities related to nature. Frankly, lighting a fire is not the sort of ability the nature spirits would hand out. Surviving a blizzard without harm (Life support) might be more likely: Talking with animals: mind link with limitations Super-Tracking abilities: Retrocognition with heavy lims 'In Tune' with Nature: Danger Sense, only in woods Various Enhanced Senses, perhaps borrowed from animals 'I'm a Shrubbery', invisibility with fringe, only in woods 'Watch out for that Tree, Part I', Flying or gliding with lims (not limbs) 'Watch out for that Tree, Part II', Change environment to cause a dex check for limbs, roots, vines, etc. The Hidden Paths: teleportation, only to seem to disappear without a trace, needs a tree to duck behind 'Like the Back of My Hand': Bump of direction, only in woods 'Close quarters fighting': Bonuses to DCV & OCV in woods 'Bloody Vines Everywhere': Entangle, AoE
  7. Very interesting idea What a cool idea! I have in the past more of less enforced a standard like this, but I've never actually charged points for it (and since I prefer characters to specialize, I might not ask quite so many points - NCM for all stats is only worth 20 points, after all). Then I sort of push it along with player specific seeding of magic items (though that has occassionally gone awry as the wrong person gets the item). I once had a 'Children of the Gods' FH campaign, where every character could have one superhuman trait, like a stat way over max, or a magical ability, or being the worlds fastes runner, talking with animals, that sort of thing. It was free, but it was a feature of that campaign. I like your idea better. It seems to me that requiring such an expenditure at the beginning of player creation only works best if the players all know more or less the types of characters they are all going to play. Two "Best Swordsman in the World" characters in the same group is going to create friction. Also, I have some players who change characters so often it would never be bought. Personally, I might allow characters to buy this after the initial "shakedown" period. My only objection, and it is a very small one, is that you may tend to get 20th level D&D-ish characters as time goes on.
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