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BlackSword

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Posts posted by BlackSword

  1. Re: What Have You Watched Recently?

     

    Watched Shoot Em Up.

     

    Proof that "Dark Champions" characters can easily clock in at 300+ points.

     

    Also, Armor defined as "Dead Thug or Other Object of Opportunity" is a must have Dark Champions power.

    I enjoyed Shoot 'em Up, though I felt the last 10 minutes or so was a little weak compared to the previous 70 minutes of high octane action. Still the movie was a lot of fun.

  2. Re: FRPG Ideas from D&D that ain't necessarily so

     

    If the rogue wants nothing but knowledge skills, he spends all his time studying to gain those knowledge skills. Much of the wizard's study time goes to learning actual magic, something the rogue spends no time on.

     

    Once you realize we're talking about how much time it takes to learn how to cast magic spells, we've tossed any "realism" out the window. Those studious Wizards get 12 Skill Points a level. Then spend 10 skill points on "magic" and the rest on whatever skills they want. I'd let a Wizard have 10 extra skill points (spent on their usual skill set, halved for cross class skills) if they wanted to forego a level of spellcasting for it.

    But that flies in the face or sorcerors who also only get 2 skill points, but it has already been said that they don't study magic. (or even Clerics who are also in the 2 skill poing ghetto and have their spells gifted by the gods).

  3. Re: WTF are you guys doing?

     

    The subject of this thread is the assumptions made (and enforced) in D&D about the fantasy genre that have become so widespread, due to the popularity of D&D, that people often forget that the fanatsy genre does not have to be that way.

    And one of those assumptions is how skill points are divided between classes, ie the scholarly wizard gets fewer skills and the 'class skills' are narrowly defined to only be about knowledges or magic, while the rogue has more points to spend on a much broader range skills. We've stated that assumption, now we are discussing the rules to ensure it is a valid assumption.

  4. Re: FRPG Ideas from D&D that ain't necessarily so

     

    18 INT and Human. He'll hit 20 at 8th level and have 8 skill points.

    Wizards get 2 + (Int Modifier) in skill points, an 18 Int is a 4 modifier, 2 + 4 = 6.

    Nor do Sorcerors study.

    Which destroys the entire argument of why they get so few proficienies and so few 'practical' skill points. Barbarians don't 'study' either yet they have higher base skill points than sorcerors.

    Wizards will generally focus on INT because of its importance to the class, which pushes their skills up.

    All of which is moot since I noted 'of the same Int.'

    The wizard will also likely have many skills reflective of study, rather than the more active skills attributed to the above classes.

    And this goes back to the weak and frail intellectual (with no practical outdoor/survival skills) mucking it through dungeons.

  5. Re: FRPG Ideas from D&D that ain't necessarily so

     

    My L1 wizard had 7 skill points per level. That seems quite adequate.

    And also requires a 20 Int, which is above what most starting players have. Going with the 'game theory' your character had extra skills not because of training, but because of natural talent. The logic of the weak spellcaster is also applied to sorcerors, and since the spellcasting trait for sorcerors is Charisma, they don't get to double dip high Int for spellcasting bonuses and extra skills.

    Not if you compare that to the Rogue at the same Int

    Or Barbarian, or Bard, or Ranger of the same Int.

  6. Re: FRPG Ideas from D&D that ain't necessarily so

     

    Inspired by a recent post on another thread:

     

    That wizards as a general rule, tend to be weak and frail, physically. That they are so because they spend their time in libraries, studying, and get little or no physical exercise. Or conversely, that they get little to no physical exercise because they are already weak and frail. That no type of magic involves or requires physical exertion.

    Part 2, that these weak and frail ivory tower scholars will throw themselves into a difficult life of adventuring, living outdoors, and crawling through dark and dangerous caves.

     

    Part 3 (from d20), these scholars, weak and frail from all their hard study, have the least number skill points.

  7. Re: What Have You Watched Recently?

     

    A co-worker said I am Legend was really good.

    I Am Legend was very good, though I will note it was much more drama than action or zombie movie. They occasionaly went for the big thrill with loud noise. A few times I was a bit bored, but I will also admit I was more in a mood for an action movie at the time. The acting was well done, Will Smith did a phenomenal job as a sole survivor.

  8. Re: Pulp/Steampunk SF Ideas

     

    Even though its out in the future because I am working on an ambitious and long term Champs campaign, this thread has inspired me to start taking some notes on a pulpish SF game idea with some similiar themes. I have also started to read AE van Vogt's Transgalactic collection of short stories. The first story includes an invasion of Venus and Mars which have helped to inspire some thoughts of mine. Since its pretty far out I still haven't put much thought into ship design (though it will likely be more art deco than steampunk), and weapons will definitaly be 'ray guns.'

  9. Re: Is Critical Success/Failure on dice mechanics a core rule

     

    A lot depends on playstyles. I find many players prefer to know that the determination of whether a mook escaped to warn the boss depended on the application of the rules' date=' not on whether the GM wanted a mook to escape and warn the boss.[/quote']

    And I find that many players prefer the rule that mooks don't recover to hitting unconcious mooks several times to ensure they don't recover. For the mooks that escape they still have to move. They can try to sneak away, but heroes do get perception rolls.

  10. Re: Is Critical Success/Failure on dice mechanics a core rule

     

    If he doesn't recover' date=' why should he not sell back his REC for 8+ points and either buy something else or be a lower point mook? you have removed an ability the mook has points invested in, so you have depowered him artificially..[/quote']

    Because the GM has better uses of his time than to min/max mooks. :)

    Does the mook get taken prisoner for questioning? Does he slink off to provide the Boss with the description of the individuals who took out a dozen of his men, or is the Boss none the wiser? Can the PC's steal the mooks' uniforms to infiltrate the base? Is the base on high alert because a mook snuck away and triggered the alarm? Will the next set of mooks be warned so they can set an ambush? Will reinforcements summoned by the mook that recovered show up shortly after, or even during, the battle? Did that mook sneak away with the loot/map/letter of orders, or is it there for the PC's to take? Is that important prisoner still there, or did a mook slit his throat or move him to prevent him falling into enemy hands?

     

    These, and many more, questions can be answered...if you know whether the mook recovered!

    I can (and do) improvise that. In the end though its a toma"toe"/toma"tah" argument, a difference in playstyles. I play fast and loose, it sounds like you track things much more closely.

    What can I add to that?

    It adds stories, "the man who took down defender in one shot." Defender's hunteds are now going to look for this guy to find out his special technique. It keeps players on their toes. It changes the battle in a split second.

  11. Re: Is Critical Success/Failure on dice mechanics a core rule

     

    I could work with "mooks can't Crit"' date=' but I fail to see why they should pay for REC if they can't use it. That said, I'm not a big fan of the theory that, on recovering to 3 STUN and 3 END, characters generally hurl themselves back into the fray, rather than crawling away to lick their wounds.[/quote']

    What is this "pay" thing you speak of?

    If I just got knocked out by the Hero and came to a few seconds later I sure as heck wouldn't get back up and try and take him on again... Problem is too many games end up doing just that.

    This is why I don't give mooks recovery. If they recover and cower, then why worry about them recovering. Once they are out of the fight, they are out of the fight, SFX may vary from them being in lala land to finding a nice dark spot to cry in, but once they hit Zero stun they are no longer my concern. :)

     

    I haven't given much thought to crits with regards to mooks. We typically let mooks crit. If it makes mooks a little more dangerous. Its a rare event, so if one mook rolls an 18 his rifle explodes, if another rolls a 3 he gets the chance to take down a hero, or at least get a hero's attention.

  12. Re: Stats And Hero Purity

     

    It would make the game more of a true toolkit. It wouldn't make it more playable. Keeping that balance between playability and "purity" in mind is worthwhile.

    See to me character creation is a big part of playability. Sounds like complication just for complications sake. anyway' date=' It'll sure effect playability the first time Doc Strong finds out he forgot his ST for grappling or such.[/quote']

    I think it depends on how it would be implemented. One could argue that having each characteristic at a different point value complicates character creation. As well as figured characteristics complicating character creation. There are some attributes that could be gotten rid of and no one would notice. COM could easily be changed from its 0.5 points to being a perk for above average COM or a disad for below average COM. Is it no longer Hero because a very underused Stat is changed from one column to another?

  13. Re: Pulp/Steampunk SF Ideas

     

    That one, IIRC.

     

    On the other hand, the stuff in the tube is frozen gas. If it "thaws", it doesn't have any room to expand.

     

    For a game tho' date=' I'd make 'em volatile, because I like the threat of magazine explosions.[/quote']

    I haven't worked with lasers and various ways to excite them, but I think Kristopher may have gotten it. Without the cooling it will just thaw into gas. On the other hand, its Pulp SciFi, Amadan hits the nail on the head, what's the most exciting outcome. :)

  14. Re: What Have You Watched Recently?

     

    I watched Casshern last night. It had two pretty good superhero fights, a lot of flashbacks, a lot of stylized coloring and camera work so that at times it was like watching a live action video game. At one point the movie did go black and white for long enough that I thought they had made a mistake in editing. The ending was, well there was confusion and then credits.

  15. Re: FRPG Ideas from D&D that ain't necessarily so

     

    IMO' date=' there's a difference between random combat and skill attempt resolution on one hand, and random character background determination on the other.[/quote']

    I played in a few games where we used a random background generator. I choose female, rolled middle child, noble family, mid to low COM equivalant, and a few other things. I was traveling with thugs. Well what can I do with that? Not the prettiest girl, she never got into playing with dolls and dresses, instead she spent her time as a tomboy and trying to compete with her brothers. Her father didn't approve, she didn't want to be married off, so she grabbed a sword, ran away from home and took to the open road to earn her own way and perhaps her father's respect as a warrior.

     

    I look at it as a tool, it can be used to make a quick and dirty character background, spur creation, and can be used or not used as the players wish. Heck, Champions has a random plot generator.

  16. Re: FRPG Ideas from D&D that ain't necessarily so

     

    N+1 - "We" the RW people don't, but in all fiction, all source material, character backgrounds are chosen.

    By using that line of logic PCs get no choices. The GM writes the story, tells the player what happened, and then everyone goes home. That how the source material works. :)

    But JRRT didn't determine it randomly.

    True, but if Bilbo had failed his PER roll it would have been a much shorter adventure, and LotR would have a very different plot.

     

    The random generation tables do remind me of one D&Dism that drives me nuts:

     

    n) Loot based economy. The vast majority of wealth is based in magic weapons, armor and equipment. In order to gain wealth you must kill things and take their stuff©.

  17. Re: FRPG Ideas from D&D that ain't necessarily so

     

    I find all the ranting of "but this isn't so" from the D&D apologists highly amusing because of its irrelevance to the thread.

    Yes, what is relevant to this thread is inaccurately protraying a game, calling anyone who points any inaccuracy an 'apologists', broad assumptions, and calling anyone who plays the game guillable.

  18. Re: Order of the Stick

     

    Maybe it's just that I'm a cold' date=' emotionless bastard, or maybe it's because I've never lost anyone close to me, but I don't find that strip particularly moving.[/quote']

    It was an interesting background point, I wonder if he will explain what happened to Roy's brother, but like you it did not move me.

  19. Re: I'm almost insulted...

     

    Maybe because he is a homicdal psychopath. I like to like the people in comics' date=' books or whatver I read. If I was running a D&D game and had a Belker PC, I'd kill him off and warn the player not to do anything like it again.[/quote']

    But the strip is satire and that's Belkar's entire point, to make fun of the people who 'have' to play evil PCs. Its a light hearted look at a selfish psychopath. :)

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