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Doc Democracy

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  1. Like
    Doc Democracy got a reaction from Hotspur in Tunneling Query   
    I think that rule is there for someone using stuff beyond its intended use to achieve an effect that is reasonably directly covered by a power that costs more.
  2. Thanks
    Doc Democracy reacted to Rich McGee in sentinels comics RPG   
    Kind of, but I wouldn't call it universally true.  The GM can use whatever tracker length they like, but longer ones are usually used for big, epic scenes - the climax to a multi-session story arc is an example the designers use - and shorter ones are often minor scenes with an obvious "win condition" that the heroes don't need as much time to complete.  In practical terms that usually translates to difficult scene (following their guidelines for scene construction) = longer tracker while easy scene = short tracker, but again there will be exceptions.  The encounter budget system seems optimized for moderate scenes with the 8-round 2/4/2 GYRO tracker, but it work for easy and hard scenes fairly well.  I think the design goal was to have the tracker almost equal the expected time for the heroes to win (or have a Total Party Knock-Out), with the ideal situation being that every hero has something meaningful to do on their turn (even if it's "just" Boosting a fellow hero) until the win/loss condition plus an extra round or two as allowance for PCs going Out (at which point their options are sorely limited).  Action economy is pretty important, as you might expect.  Makes challenges (which often require multiple Overcomes) more meaningful than they'd be without time pressure.
     
    The spread of GYR rounds is also important for determining hero (and, rarely, villain) effectiveness as you surmised, and the more Red rounds there are the more impact those potent Red abilities will have.  Pretty rare for a scene to last more than two rounds once you're in Red, both because the team is now firing on all cylinders and because you may have a TPKO from heroes going Out back in Yellow.   By comparison, Green rounds really limit the PCs, and often get spent doing Overcomes on existing challenges, swatting some minions, or putting out mods with Boosts and Hinders rather than whaling on villains.  The book's suggested epic scene tracker has a 1/6/4 GYRO spread IIRC, and I don't think I'd ever bother with more than two Green rounds in an action scene unless something really weird was going on narratively.  Green is the calm before the storm in an action scene, Yellow is where the bulk of the action is, and Red is where the end (whatever that might be) is near.  Having the scene tracker run out is almost always beneficial to the villains, but what that benefit is can vary a lot.  Maybe the heroes get a fiat KO and wake up partially healed in a prison or deathtrap, maybe the villain's gadget/ritual/scheme seriously changes the world and everyone has to deal with that (Thanos snap, summoning Cthulhu, etc.), or maybe they just stole what they wanted and get away via a pre-planned escape scheme.
     
    Worth noting that there are a few ways to use Red abilities before the tracker is in the Red, including just getting beaten up really badly early on.  A big part of the game's tactics involves around deciding when you need to (say) invoke a twist to use a key Red ability while still in Yellow.
  3. Like
    Doc Democracy got a reaction from Grow-Arm-Hair Lad in Help planning Champions campaign   
    Hmm.  So what you are suggesting is that we see superhuman increasingly get involved in politics, possibly to the point the execute an effective coup where participation in executive politics and governance is based on personal power.
     
    This process, which the PCs may be investigating, has, in the shadows, been supported and provoked and potentially subverted by the aliens.  Driving human societies to this, driving them to take-up offers to be made super. They then manoeuvre elections away from broad suffrage to gladiatorial contests, broadcast as part of the bread and circus element of authoritarian societies.
     
    Is that it?
  4. Like
    Doc Democracy reacted to unclevlad in Mindblade   
    I go with Doc's last post.  Why complicate it?
     
    Use the stats for whatever the weapon is.  Ditch Focus, keep Real Weapon.  Focus goes away because, as noted, it can't be disarmed.  Real Weapon stays, I believe, because that's the basis for the weight considerations.  If you don't have Real Weapon, don't you throw out the Min Weight, and therefore, the lower STR bonus to damage?
     
    Since this is based on the Psionic Warrior's Psiblade from 3.0...I'd go further.  Skip real weapon.  Skip focus.  They're powers...period.  No weight.  Not breakable.  Not disarmable...which is also pointless, as Doc notes, if it can be recreated at a thought.
     
    For the most part, I don't give a darn about whether it's a mace, hammer, or staff...altho the latter might have reach.  I ONLY care about
    a)  normal or killing
    b)  reach
    c)  damage DCs, and possibly other effects.
     
    The rest is just visual SFX.  So yeah...options to start with:
    2 slot MP, one for normal, the other for killing.
    3 slot MP, with the 3rd slot incorporating the reach weapon
    Small VPP...you get a MAJOR limited powers bonus here (at least -1, for HAs and HKAs only).  This is looking ahead, to when you start adding the psiblade powers, which make things a llittle trickier.  The starting VPP might be pool size 20, control cost 10;  half phase to change powers (no reason to go to zero phase);  no skill roll to switch.  HAs, HKAs only is -1, so the control cost is 25 / 2 == 12 points.  As I say, this would only make sense if the plan is to allow a very versatile mindblade...AVAD, AVAD does body, AP, etc.  Otherwise, add slots to the MP. 
     
     
     
  5. Like
    Doc Democracy got a reaction from Hotspur in sentinels comics RPG   
    So it is, like many narrative systems, very important to set up the contest: what victory means, what failure means and the consequences of each, with a handful of fuzzy edge elements you might throw in to qualify both victory and failure.
     
    You say normal 8 round tracker. I presume longer teackers are easier for PCs, shorter ones harder.  I also presume that turning red sooner makes it easier because PCs get access to those abilities for longer in the scene?  Though that feels a bit counter-intuitive...
  6. Thanks
    Doc Democracy reacted to Rich McGee in sentinels comics RPG   
    Hmmm.  How many players do you expect to have?  That value (H in the rulebook) determines how big your scene budget is, which is kind of a starting point.  It sounds like you'll want a moderate or even easy action scene for the rescue and escape (since they're secretly supposed to get away).  The normal 8-round tracker is probably fine, giving you two rounds in Green (where the tension is low), four in Yellow (as the action heats up) and two in Red (hopefully the climax where the heroes have to get away with the prisoners before overwhelming reinforcements trap them).  Since they're intended to get away, having tracker run out should maybe just give them some disadvantage going forward - or perhaps they get a reward in the form of those two "doomed by plot" prisoners surviving if they finish early, while a tracker exhaustion leads to them being gunned down horribly bravely delaying pursuit for the heroes?
     
    From your description you'll want to spend one of your H "elements" on an environment ("Sinister Nazi Laboratory" or somesuch) whose twists will gradually put NPC guards and researchers into play, apply effects to one or both sides (eg an alarm might Boost the baddies with the Min die, while breaking a bunch of chemical flasks in a lab might Hinder or Attack everyone there), introduce a new challenge (eg a security gate slides shut, requiring an Overcome to bypass or force open).  Elaborate to suit, but remember that the environment will do something every round so you want to think about a variety of potential twists so you don't have to repeat them too often.  Environment twists usually start out with very small game impacts in Green, are roughly equivalent to a modest hero ability in Yellow, and can really produce huge changes in Red, with Major twists being stronger than Minors at each tier.  So don't be surprised if them seem trivial initially - they mean more and more as time goes by.   
     
    Using another element or two on free-standing (ie not generated by the environment turn) challenges to represent the perimeter defenses or maybe breaking the prisoners out of their cells or whatever would give people some Overcomes to deal with, which is usually a good idea.  It helps generate twists to complicate things, and it lets heroes use the Principles and overcome abilities rather than just punching things all the time.  Experienced players frequently come up with crazy ideas all on their own that are best treated as Overcome actions, but for newbies challenges act as signposts for "think of a cool way to use your powers and abilities" points.
     
    The rest of your budget can be spent on the baddies.  Sounds like you want mostly regular soldiers and maybe some tougher leaders, so a mix of minions and a few lieutenants as leaders is best.  Doesn't seem like you'd want an actual full-blown villain here.  They don't have to be actual infantrymen - the lieutenant mechanics are a good way to represent armored cars, halftracks and tanks, for ex.  Durable, but not so tough a hero can't deal with them in a few Attacks.
     
    One thing the rules gloss over is mapping.  The game's very theater of the mind when it comes to ranges and positioning, but I still find it's a good idea to split a scene into at least a few different broad locations.  In this case, maybe a couple of different outer perimeter sections (maybe one backs on a forest and the other drops off as a cliff so the players can choose to use one or both to fit their powers?), a vehicle park in front of the lab building, and a few different interior sections (actual lab space, holding area for the prisoners, maybe a barracks or personal quarters/offices if they might matter).  Maybe a guard tower, Nazis love guard towers.  Usually best to have somewhere between H-2 and H+2 discrete (albeit often abstract) location so the heroes can split up or concentrate a bit.  Movement rules are pretty abstract as well, but I wouldn't let it get in the way of drama - don't count how many locations it is to the perimeter on the way out if a hero is just running like mad to beat the scene tracker, especially if they have mobility powers.
     
    A single moderate difficulty action scene usually takes my groups under two hours to play, maybe three if there are a lot of distractions.  If you want a longer session you could throw in social scenes as endcaps or even just hit pause on the tracker and shove a short one into the middle of the action when the prisoners are first found (especially if the heroes have been fast and sneaky and the scene's still Green or low Yellow).  Remember to give them their Hero Point for social scenes, even if it doesn't matter in a one-shot.  You could also endcap with montage scenes before or after, although tend to go pretty quick.
     
    If you really need to stretch the time, you could split things into an initial action scene where they fight past a patrol getting near the lab, montage to recover and sneak into the lab itself (using Overcomes) without alerting the guards, then start a second action scene as they find the prisoners just in time for a second patrol that found the remains of the first one to pull up and sound teh alarm.
     
    No matter what you do, the usual GM proviso about no adventure plan surviving contact with the players applies, of course. 
     
    That's a whole other kettle of fish, but you can do a lot more than just super-brawls with the GYRO system and different time scales on what a "round" is.  I ran a three-month election campaign for city mayor as a single very extended action scene (with other more traditional-format scenes nested inside it) and it worked out dandy.  All you need to make an action scene is some kind of deadline to provide urgency and justify a scene tracker, and election day is as good for that as the countdown timer on a bad guy's doomsday device.
     
    Hope that helps some.  Best of luck if you do try running it.  Very different system from Hero, but it has its merits. 
  7. Like
    Doc Democracy got a reaction from Rich McGee in sentinels comics RPG   
    I think I did and got no uptake, the forums don't seem particularly active and I may not gave hung about long enough.
     
    I was thinking of setting up a one-off, possibly using Sentinels for an arc of the Golden Age HERO game I am playing with my group.  I converted the characters but when I thought of the first scene I froze.  This first encounter us supposed to be the characters escaping from a lab where they had been getting experimented on.
     
    Obviously the environment us important, lots of things that might interrupt or complicate the scene. There are the guards to defeat and a perimeter defence to breach.
     
    So, the scene tracker.  How long? When to change G to Y to R? What happens if the tracker ends? Do I need another scene with higher stakes?  How long should that be?
     
    I reckon this would become more obvious with experience of the game but I wanted the one off to go well. Any hints and tips would be useful, I want that first scene to get easy but, for plot reasons, not too easy (they are being allowed to escape but should not know that).
     
    I was also wondering about whether and how the GYRO system might be used for the meta plot of the adventure.
     
    Two heroes were captured,  the scene begins with the other heroes breaking in to free them, there will be three other prisoners, one of whom will escape with them, the other two will die/be recaptured. They need to get to London and return to their secret base.
     
    Actually, this is all in their minds, the nazis are watching to find the location of the secret base and the surviving prisoner the captors way to communicate with the heroes. I want each scene to have the potential of giving away the secret, possibly using an additional GYRO counter.
     
    Or am I being too ambitious? 🙂
  8. Like
    Doc Democracy reacted to Rich McGee in sentinels comics RPG   
    You might better off asking over on the publisher forums, but as long as I'm here maybe I can help.  What are the question(s)?  If it helps any I did a two-part article on how I design an action scene over on my blog, the first part of which is here.
  9. Thanks
    Doc Democracy reacted to DShomshak in Political Discussion Thread (With Rules)   
    Vide Doc Democrqacy's admonition, here's All Things Considered's recent interview with an Oregon Representative who seems like a very earnest public servant. His special interest is public transportation and making cities more walkable and bikeable. Naturally, I'd never heard of him before this, because loudmouth lunatics hog all the media attention. And the media usually let them.
     
    Though Mr. Blumenauer has also decided not to seek reelection.
     
    https://www.npr.org/2023/11/09/1211949662/an-exit-interview-with-democratic-rep-earl-blumenauer-of-oregon
     
    Dean Shomshak
  10. Like
    Doc Democracy got a reaction from BarretWallace in Political Discussion Thread (With Rules)   
    As someone who works in a democratic institute, I appreciate the humour, but have concerns that this is entirely the kind of thing that anti-democratic folk build upon.  If you get convinced that you can trust no-one, that there is no value in voting and that those who seek public office should be barred from it, then you open the door to populists like Trump, who tell folk that he is the ONLY one you can trust and we can all see where that gets you.

    It is an insidious tendency and undermines both our democracy and our democratic institutions.  Once it is mainstream that you can believe nothing then there is a chance that you will believe anything.
     
    I work with politicians every day and I can tell you that they are human beings like the rest of us, the vast majority of those that I meet have honest intentions to make things better, even if their version of better does not match with mine.  I do see their public presentation be skewed by party political stress and the fact the media constantly looks to highlight those that speak differently from their party and forcing the tendency not to deviate from the party line in public discourse.  Intheir work I see nuance and humanity, I wish everyone could have the same insight and engagement.

    Doc
  11. Thanks
    Doc Democracy got a reaction from Ranxerox in Political Discussion Thread (With Rules)   
    As someone who works in a democratic institute, I appreciate the humour, but have concerns that this is entirely the kind of thing that anti-democratic folk build upon.  If you get convinced that you can trust no-one, that there is no value in voting and that those who seek public office should be barred from it, then you open the door to populists like Trump, who tell folk that he is the ONLY one you can trust and we can all see where that gets you.

    It is an insidious tendency and undermines both our democracy and our democratic institutions.  Once it is mainstream that you can believe nothing then there is a chance that you will believe anything.
     
    I work with politicians every day and I can tell you that they are human beings like the rest of us, the vast majority of those that I meet have honest intentions to make things better, even if their version of better does not match with mine.  I do see their public presentation be skewed by party political stress and the fact the media constantly looks to highlight those that speak differently from their party and forcing the tendency not to deviate from the party line in public discourse.  Intheir work I see nuance and humanity, I wish everyone could have the same insight and engagement.

    Doc
  12. Like
    Doc Democracy got a reaction from Christopher R Taylor in Mindblade   
    Hi @Ermenegildo,
     
    I think the first question is, how easy is it to create the Mindblade?  How long does it take, how much effort and how much resources?  All of that can make a difference.  At the minimum, the weapon becomes OIF rather than OAF, inaccessible because while it may be disarmed, it can be immediately recreated in the wielder's hand, requiring no effort or delay. 
     
    Doc
  13. Like
    Doc Democracy got a reaction from Lawnmower Boy in Political Discussion Thread (With Rules)   
    As someone who works in a democratic institute, I appreciate the humour, but have concerns that this is entirely the kind of thing that anti-democratic folk build upon.  If you get convinced that you can trust no-one, that there is no value in voting and that those who seek public office should be barred from it, then you open the door to populists like Trump, who tell folk that he is the ONLY one you can trust and we can all see where that gets you.

    It is an insidious tendency and undermines both our democracy and our democratic institutions.  Once it is mainstream that you can believe nothing then there is a chance that you will believe anything.
     
    I work with politicians every day and I can tell you that they are human beings like the rest of us, the vast majority of those that I meet have honest intentions to make things better, even if their version of better does not match with mine.  I do see their public presentation be skewed by party political stress and the fact the media constantly looks to highlight those that speak differently from their party and forcing the tendency not to deviate from the party line in public discourse.  Intheir work I see nuance and humanity, I wish everyone could have the same insight and engagement.

    Doc
  14. Like
    Doc Democracy reacted to Hugh Neilson in Mindblade   
    Restrainable and Physical Manifestation are also options.
  15. Like
    Doc Democracy got a reaction from Lord Liaden in Political Discussion Thread (With Rules)   
    As someone who works in a democratic institute, I appreciate the humour, but have concerns that this is entirely the kind of thing that anti-democratic folk build upon.  If you get convinced that you can trust no-one, that there is no value in voting and that those who seek public office should be barred from it, then you open the door to populists like Trump, who tell folk that he is the ONLY one you can trust and we can all see where that gets you.

    It is an insidious tendency and undermines both our democracy and our democratic institutions.  Once it is mainstream that you can believe nothing then there is a chance that you will believe anything.
     
    I work with politicians every day and I can tell you that they are human beings like the rest of us, the vast majority of those that I meet have honest intentions to make things better, even if their version of better does not match with mine.  I do see their public presentation be skewed by party political stress and the fact the media constantly looks to highlight those that speak differently from their party and forcing the tendency not to deviate from the party line in public discourse.  Intheir work I see nuance and humanity, I wish everyone could have the same insight and engagement.

    Doc
  16. Like
    Doc Democracy reacted to unclevlad in Tunneling Query   
    Plus, as we've said, the notion built into Allocatable is a useful one...as long as it's used appropriately.  This definitely feels like such a use.
  17. Thanks
    Doc Democracy reacted to Hugh Neilson in Tunneling Query   
    Agreed, Doc - taken to its ultimate extreme, that rule should eliminate Mental Attack in favour of a Blast with IPE, LoS range, AVAD and ACV.
     
    All the options seem to come in a pretty comparable prices, and clearly the cot should land somewhere between "16m, 6 DEF, no variation" and "16M, 13 DEF all the time".
  18. Like
    Doc Democracy got a reaction from Hugh Neilson in Tunneling Query   
    I think that rule is there for someone using stuff beyond its intended use to achieve an effect that is reasonably directly covered by a power that costs more.
  19. Like
    Doc Democracy reacted to Black Rose in Tunneling Query   
    Thanks, everyone, for all your comments.
     
    Looking at them, I think I'm going to <sigh> fudge it slightly and use Allocable (+1/4) on 14 Active points worth of PD/meters. That would give me:
    3 (base) + 1 (2m Tunneling) + 10 (6 PD material) = 14
    + 14 * 1.25 (Allocable between meters and PD) = 17
    for a total of 31 pts.
     
    I was thinking of doing something with Lockout on the PD and Meters above the minimums (2m and 6 PD):
    3 (base) + 1 (2m Tunneling) + 10 (6 PD material) = 14
    + 14 / 1.25 (+14m Tunneling) + 14 / 1.25 (+7 PD), both Lockout on the other (cheesy, I know) = 11 + 11 = 22
    14 + 22 = 36
     
    And the RAW do say you should go for the more expensive option...
     And 36 isn't a crazy amount for the ability, considering the alternative is only 31 pts.
  20. Like
    Doc Democracy got a reaction from Black Rose in Tunneling Query   
    Hugh provoked me to go look at numbers. 
     
    If you look at the "full power" here you would have 16m Tunnelling through 13PD.  That is 3+15+24 = 42 points.  Any answer to the cost of the more limited power needs to cost less than this. 
     
    If you look at LoneWolf's plan, then the core cost is 28 points, with an additional 12 points that add PD at the cost of reducing movement.  With a -1 limitation that is +12 points that comes to a total of 40 points.  I think the limitation on this power is probably worth more than two points.
     
    If you used my custom limitation then you would be paying 28 points...it is the same as the extreme at either end so you might think that you have more flexibility than purchasing either extreme, so perhaps a 1/4 limitation is the right one.  that comes to a cost of 34 points.
     
    Doc
     
     
     
     
  21. Like
    Doc Democracy got a reaction from Hotspur in Making shadow clone power   
    Well.  There are other options.  I had the shadows as the physical manifestation of the additional SPD I suggested.  I would consider allowing the attack to be Blast with a +1/4 no range (meaning the attack could be delivered where either the main character or one of the shadows was in melee range.
     
    That not only avoids indirect and stretching, it gives a bonus.  The drawback is that it does not allow all of the skills etc that Zed might have.  However, you could buy indirect or stretching on a much smaller amount of STR to do much of that stuff.
     
    These are not complicated in mechanics just a bit of a mind stretch to apply SFX to those mechanics.
     
    I would be considering this as a bit of a speedster character, acting more times in a round than most other characters but not the 3-4 times as often as characters with Duplication or Summons.
  22. Thanks
    Doc Democracy got a reaction from Hotspur in Impenetrable   
    I suppose it reflects a defence that is perfect until it collapses catastrophically.  I agree though that it looks like something only villains will use! GMs can afford to be profligate with their points...
  23. Thanks
    Doc Democracy got a reaction from Hugh Neilson in Tunneling Query   
    Hugh provoked me to go look at numbers. 
     
    If you look at the "full power" here you would have 16m Tunnelling through 13PD.  That is 3+15+24 = 42 points.  Any answer to the cost of the more limited power needs to cost less than this. 
     
    If you look at LoneWolf's plan, then the core cost is 28 points, with an additional 12 points that add PD at the cost of reducing movement.  With a -1 limitation that is +12 points that comes to a total of 40 points.  I think the limitation on this power is probably worth more than two points.
     
    If you used my custom limitation then you would be paying 28 points...it is the same as the extreme at either end so you might think that you have more flexibility than purchasing either extreme, so perhaps a 1/4 limitation is the right one.  that comes to a cost of 34 points.
     
    Doc
     
     
     
     
  24. Like
    Doc Democracy reacted to LoneWolf in Tunneling Query   
    Check your math on my way.  The base cost is 28 +14 (Active cost) to go through an additional 7 DEF for a total of 13 DEF.   The cost of the extra DEF is 7 points not 12 (14/2 = 7). That puts it to 35 not 40.  You are paying 1 point per extra DEF you can move through.  Being able to tunnel through more than 6 DEF should cost more than tunneling through 6 DEF.   Your method cost the same as tunneling through 6 DEF.  
  25. Like
    Doc Democracy got a reaction from Black Rose in Tunneling Query   
    Seems like a custom limitation "Movement through substance reduced 2m for every +1PD above 6PD".  You simply then have to consider how much that is worth.  +1/2??
     
    I think people sometimes look for complexity rather than reach for the obvious solution but this looks nailed on to me.
     
    Doc
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