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Word Sensei 515

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Everything posted by Word Sensei 515

  1. If you've got character generation, expandable into various characters for a Super Hero RPG, then you've got a good start. Before leaking anything, publish it in some 'bare bones' fashion, like 1st edition CHAMPIONS, Villains & Vigilantes or Superworld, but in one book. There's a game called 'White Hack', with minimalist design & distressed coloring but no artwork. The art is in the system, a 'deconstruction' of a fantasy game, it might be a little less than those bigger books going for $50, but it's a professional series with a few editions by a single author, may that inspire & encourage you. Use that, early CHAMPIONS, Superworld & Villains & Vigilantes for inspiration & encouragement. Everything else can be off-loaded unto future supplements. Dream big but start small, that's better than not at all.
  2. Defensive Dice should use a lot fewer dice for 'high level' play; 6 or less, including the stun modifier.
  3. 1/3rd & 2/3rds DCV would double your granularity, 1/3 could replace 0 OCV, making opponents still attackable up to -10 stun so you can knock someone out for more than a few phases unlike RAW, you knock someone out, instead of recovering in seconds it'll be long enough to begin thinking about helping elsewhere. 2/3rds DCV isn't so light if you don't allow defensive skill levels at all, plus the odd parity means you'll always round up or down & not have half-integers.
  4. Restrainable would be acceptable, that's an actual limitation. Actually, 1st edition would feature this just for that purpose. Gremlin had 'OIF" wings that are a part of her, a 'breakable' focus that you can 'take away' from her temporarily. Later on this became 'Restrainable'. That's a lot simpler & easier case than saying all manner of objects are all going to do so much additional damage, taking extra time & only being so readily available as to warrant a limitation all the time, that'd be your average limitation but it isn't, nowhere even close the first time he uses it would be no limitation at all & how easy is it for his opponents to take this away when he can just grab something else or just use it with no additional half-phase cost? ORF instead of OIF shows that Obvious shouldn't be a limitation, a -0 limitation if both of them are to be -1/2. I guess I'll do it my way, I was going to revise everything anyway.
  5. You want replacement even easier than reaching into hammerspace; no half phase or END cost? What are the limitations? Availability of items? Suitability of objects? How far away are they, what's the delay then? I actually see a lot of minor 'limitations', but these have to be consistent & defined, I can't just assume some number. Until you can list & define somewhat or fully these disadvantages I can't give you any points for that 'disadvantage'. Focus limitations do this one specific item at a time. If you want a focus, fine, it's one specific item, not a class of items.
  6. Wouldn't most weapons of opportunity be an OAF? But if it's an OIF, doesn't that then mean it's Inaccessible? What if what their holding is 'Inaccessible'?
  7. If you want a cosmic Multiform use a VPP: no roll & no limitations should make it expensive enough. Rather simply just continue the progression from 4th edition for three or more forms paying less & less. Pay 1 per 15 points for your 3rd form, 1 per 20 points for your 4th form & so on to a minimum cost of 10 points for another form. 40 point minimum for your first multiform. Lesser forms with 2/3 or more total points are possible, just buy the more expensive forms first.
  8. Aww, let's give everyone one 3 point background skill at 75 points. Add a +1 to that skill at 125 points, taking that +1 & adding another skill instead at 150 points; 200 would be 75+75+50 a background skill & a +1 background skill, 225 would be three background skills, no pluses. If your a martial artist, speedster, warrior or rogue add another set for DEX skills rarely used in combat like Acrobatics & Breakfall. Don't even add these to your points, these are rarely if ever used in combat, even the DEX ones, consider them skills you gain from adventuring you shouldn't be penalized for.
  9. Perhaps 1/2 DCV should be 2/3rds DCV & 0 DCV could be 1/3 DVC, somehow standing & cursing you out, with -10 STUN when your actually dead unconscious.
  10. How about a stealthy flying, running & tunneling 'anti-sonic' anti-hero. Because sonic attacks are so sneaky & varied, his 0 END, invisible FF (armor) is hardened, it can't help but protect from everything else so it too is helpful against others, after all sonic powered opponents are rare. Everything else is a focus.
  11. If your checking at the door your not letting in 20- year olds. It's well know wristbands can be quickly removed or concealed. It's a stocking your asking for under a ski mask? Do you really think that's a practical get-up for servers & doormen? They are like half-mime, half-bank robber? Or are they supposed to talk normally, looking like that?
  12. That's actually a big limitation on 3d6 Unlucky, must be humorous! Sounds more like your looking for a zero point special effect, so we can all be laughing when this happens, your misfortune just a pie in the face with those odd distractions, nothing to worry about, good thing nothing BAD happens! If it's just humorous special effects you want, we can keep that whenever you want, if it doesn't effect combat. When you roll a point or three of Unluck, your not cursed for the day, that's not how Luck/Unluck works, the whole point is to roll once per combat & to not let you know until it takes effect. When you go to buy Luck, just add 15 points to your total cost to buy off this limitation with Luck activation. Rather than ignore the 3d6 limit, buy Luck twice or more with their own rolls & limitations, please no partial limitations: Lucky 3d6+2d6 & 15 points Unluck suspended with first 3d6 roll, 8-, 40/13-10=3 points Lucky 3d6+2d6, 14-, 25/16 & Luck 1d6, 11- with first 3d6 roll, 5/2 totals to 21 points. Each combat requires two activation rolls: one for 3d6+, 3d6 & 1d6 activated at various levels; another for 2d6 & 2d6, 8- & 14-.
  13. What edition is Only Half As Much As Worn Armor (-1/2) from?
  14. 'Based on Armor'. This isn't much of a limitation if you can buy enough armor. How often will this fighter be without armor or with lesser armor? You've also got a total of '-1' due to various attacks not being effected. Could these be combined & lessened? How often will this fighter be HTH & ranged attacked unawares? Critically Hit? What percentage of attacks are an area effect? -1 total would be half price; is that enough savings, would you mind paying a little more for something you can use most of the time? For the second power, combine all them into a -1/2 limitation. 9 pts. will harden up to 37 points of Armor for 4 points, like you already have.
  15. No, I meant I was wrong, not that speedsters shouldn't be able to dodge better & adjust their attacks! Skills are actually the same or better; it's DEF that should be a little more limited, a thinner sheet of paper vs. multiple scissors, the brick is the rock.
  16. & nobody needs this in the slightest. 5th edition says because Speedsters can easily dodge & adjust attacks, they can & should do maximum damage along with everyone else. Ergo, that's totally wrong, plain & simple. I didn't think some hidden rule was the answer, it just resembled it. I actually found a good explanation for this with a DC conversion of the classic character Green Dragon. Something to do with his chi training reaching this potential but he lacks the ability to train more, up to his full potential as a martial artist. Nothing a staff of smiting can't fix, dragon powers would be nice too.
  17. What's with the 9d6 Kick? Shouldn't that be 12d6? Is this just him being nerfed, or is it -1 die per SPD over 4? Well, -1/2d6 per SPD over 4 would be much better, leaving a 12 SPD speedster with 8d6 & not 4d6. -1/3 die per SPD over 4 is possible as well, just think of KA dice: 2/3 is 1/2d6, 1/3 is +1, which rounds down to zero. 12 SPD =-2 1/2 DC = 9 1/2 DC, beyond that is too complicated, it'd have to be per 2 Speed over 4 for alternating bonuses, you'll need those in your good fight. Early editions 1st, 2nd, 3rd were good at screwing up the NPCs with all poor builds, that's definitely it, just showing how a balancing method would work, it's actually PD & ED & sometimes Strength balanced by DEX & SPD, How does 4th edition compensate for the different damage dice bonuses; how much with +4d6? 12d6, 16d6 or is there a 14d6 rule? A combo of 3rd & 4th might be good. Rather than multiply your STR, just add dice for 4 pts. apiece. Max STR dice = 1/3 Max Damage Class, +1 SPD BA. For that, you get your maneuvers, which aren't really that unbalancing for the Strength your giving up, which adds to your PD, REC & STUN. Or does it?
  18. If activation is a Zero phase action, why keep it activated if your not using it? Can't you just re-activate it with no penalty when you need to use it? Perhaps "Costs END To Maintain" wording originated with to differentiate from "Costs END to Activate" & it is actually just "Costs END"!
  19. If you want more volatility, just roll 1d20's instead of 3d6's. The range & distribution is different, but the average is the same. STUN / 7 = BOD normal damage. 9 DC's normal & killing attacks would be 3d20 & 1d20; that's a good limit. If you want more, roll percentile dice & reroll anything over maximum stun damage. You could even use this for attack rolls Instead of your chances ever getting bad, they remain good, paid for with giving the proficient chances to missIt actually makes things fairer for everyone, the differences are still their but they are less insurmountable, mooks & bricks can actually hit
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