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Quote:I'd point out that Destro has never really been all that interested in taking over the world.Another nominee is Destro from the GI Joe series. It's his sheer lack of ambition and laziness that makes me nominate Destro. Destro has been shown to be a better leader than Cobra Commander, but instead of walking up to Cobra Commander, putting a bullet between the eyes, taking over, and showing GI Joe what real terrorism is. He's content to be just follow the guy with a speech impediment. There's a saying "That we are often judged by the company we keep." So if Destro is content on following a guy who has about as much military tactical skill as a fast food chef then what does it say about him.
He's an arms manufacturer. His family has been in the business for generations. He makes a asston of money of selling his military guns, robots and vehicles. Mostly to Cobra, who is ALWAYS buying.
So he's never so much "following a weak leader" as "showing nominal support for an important client."
I personally don't think he cares if Cobra succeeds in anything or not. Just as long as they keep buying.
Also, his girlfriend is in Cobra. So he has to at least pretend he cares.
Cobra was somewhat less inept in GI Joe: Resolute, though.
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Quote:I'm probably biased against hackers as I have a LOT more play time under the old editions, where the game literally stopped for the rest of the players when it came time for a hacker to "do his thing".IMO, Hacker is the only 'not-optional' member of a team. So by all means, play a Hacker
. Even if you are new. Dive in with both feet.
That said, even under 4E, which I've played a couple dozen sessions of, I've had the opposite experience - in all that play time, the amount of time I've seen "hacker stuff" done was maybe 5% of the overall play time. Many sessions there was no hacker at the table at all and it really didn't affect anything.
At DragonCon, though, most of the Shadowrun events scheduled are Shadowrun Missions games. Those at least are written in theory so any random combo of character archetypes can show up and be successful.
Shadowrun Missions has it's own modifications to the standard rules.
There's also a message board to discuss that specific campaign at Dumpshock. Which... appears to be down at the moment.
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There was an episode of Futurama where Fry thought he was a robot.
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Quote:Ohgod yes.I know you're kidding, but good lord TSR under Lorraine Williams was a complete nightmare. I'll take WotC over her management any day of the week.
For those not aware, Lorraine Williams, owner and CEO of TSR, was not a gamer. She HATED gamers, considered them inferior to her in every way. She didn't want to be even in the same room as gamers. The only reason she ended up as owner of TSR was through a series of unwise stock transfer incidents on the part of TSR's actual founders.
She did, however, like money, and was willing to take gamer's cash. So she set out to make TSR a successful business.
If only she was any good at it.
I'll just go ahead and link Ryan Dancey's blog about the state of affairs at TSR at the time WotC took over.
In short, Williams nearly ran TSR into the ground. The ONLY REASON D&D even SURVIVES to this day is because WotC bailed it out.
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Just a warning - decker is about the last type of character I would recommend to a new player.
The current Matrix and software rules are a mess.
And worse, they're generally not used a heck of a lot for one main reason: When it's not a "we need a Decker" situation, the Decker ends up feeling a bit gimped compared to everyone else. When it's the Decker's time to shine, everyone else at the table might as well go get a snack or something while the GM and the Decker's player roll dice at each other.
It's not as bad as it was in previous editions, but most games I see tend to avoid putting in extensive Decker-focused content.
If anything, I recommend having Decking ability as a side focus rather than a main focus. Like a street samurai/decker.
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Quote:I have all the books.*Is this analysis based on just the initial books or does it include all the expansions? I've not gotten the extra books, but from what all the players and DMs tell me, min maxing is alive and well with the expansion books.
I agree that with just the PHB, the classes are pretty well balanced at the expense of being very similar.
There are a bare handful of "hyper-maximized" super-builds in 4E.
There were literally HUNDREDS of such builds in 3E.
And even then the super-builds in 4E tend to be of the "I can do an impressive amount of damage for one round and then fall over unconscious and am useless at anything else but this" variety. As opposed to the 3E "I crack the planet in half" builds.
The major difference is that in 4E, you can have, at most, ONE 'prestige class' and later one epic class. And they're not really even full classes, they're more like a half dozen powers added to your main class. Multiclassing base classes is even more restrictive, it's more adding a single limited-version power from another class than actual multiclassing.
Contrast 3E where a character can have as many classes as he has levels, just about.
Additionally, Wizards of the Coast maintains the Character Optimization boards for a reason. The CharOp folks are REALLY REALLY GOOD at finding out broken combos. And unlike previous editions, they errata and update the books ALL THE TIME, constantly nerfing the hell out of the problem powers.
That said, I still count 3E as my favorite edition, with 2E also having a fond place in my heart. 4E I find fun but I also find it a bit shallow.
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* - and I mean ALL the books. Even the old white box D&D set. The collection occupies an entire large bookcase. -
I don't mind the art. The game is definitely less "punk" than previous editions, but it's bearable.
I've also always preferred point buy systems. I dislike randomness in character creation.
Quote:If it helps, think of it as "You can start with a 6, but you can also choose to put the points elsewhere."I just find it hard to believe some of the changes, such as the idea that your magic stat does not start at 6, or the difficulty it is making a max stat.
Quote:I have mentioned this before, but I do not like the new target numbers. A 5-6 on a d6 is pretty darn difficult. I have done some quick experiments, and most dice rolls I am lucky to get 1 success on 6 dice, with the 1's often numbering two or more. I had the same issue with White Wolfs targets of 7-10 on a d10. I recall playing Abberant, and having a toon with Forcefield, Mega Stamina, and Stamina up the yinyang, and still only getting an average of 3 successes for my forcefield. Fortunately they cover this in the game and give the option of having the target numbers be 4-6.
You're going to be throwing 12-16 dice.*
Your focus areas you will likely have an attribute of around 5, and a skill rating around 4-6. You will often also have 2-6 bonus dice from various sources.
Heck, my Merc character has mediocre social stats, but still rolls 12 dice when negotiating deals simply because of bonus dice.
Usually that will get you 3 to 6 his, which is usually enough in most cases.
If not, there's Edge. Many 'new' players don't realize the importance of Edge.
If you have an Edge of 5, that's 5 dice you can add to almost any test. Five times per game session. If you do it before you roll the test, ALL the dice can 'explode' - every Six rolled adds another die you can roll for the test. Added afterwards only the dice can explode, but that's pretty good too.
Alternately, you can use Edge to re-roll a failed test, or negate a critical glitch. You can even permanently burn Edge to get automatic successes, but this is rarely used.
It's not unusual to see a player rolling 20 dice for really important tests.
I myself modified a set of dark colored dice for Shadowrun. I colored the pips on the 2-4 sides the same color as the dice, the 1 side bright red, and left the 5 and 6 white. Makes it VERY easy to see the results even if there's a lot of dice.
Quote:I need to find a group, and I know I want to pick up some more of the books, probably starting with the Runners Guide. I prefer Samurai, but the mages book will be needed as well. *Watches savings dwindle as I pick up more and more books.*
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* - (Upwards of 20 before Edge if you're really min-maxed. Upwards of 30 for social skills if you're a Super-Face charisma character. Yes, the social-maxed character is disgusting in SR 4E, even if you cap the number of bonus Social dice)
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Why MUST a gift to Nathan Fillion be Firefly related?
Are you typecasting him, mister? Hmm?
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Quote:You can in 4E, but only up to a practical limit.Ok, I have read the 4th edition rules, and know a lot of people who do play it. You can sure as hell min/max just like in every previous edition. This is especially true with the utter plethora of books that WotC has been pouring into the market.
In 3rd Edition, the problem wasn't so much mix-maxing, it was that you could do it to an extreme degree and still have a well enough rounded character in other areas that it was playable.
In 4E, because of it's severely limited framework nearly all the extreme examples of min-maxing require serious sacrifices to most other areas of character development.
Unfortunately, 4E did this by making most of the character classes and powers so cookie cutter that if you took a random sampling of a dozen powers and classes and removed their names, it'd be difficult to tell them apart.
Hey! This power does X dice of damage to a nine-square burst at range, if you succeed at a D20+Attribute Modifier+Other Modifier roll vs target's Reflex defense. Quickly tell me what power I've described.
Every class has the exact same number of powers at any given level. The ONLY real significant difference is whether they're melee or ranged.
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I'm gonna be at DragonCon to play a bunch of the Shadowrun Missions games.
It's fun! Just remember to bring fistfuls of D6 dice.
Also, it helps to cultivate a "cynical basterd" personality type for a character. Shadowrunners tend to end up that way.
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playing either a grumpy old cybermerc or a pixie rigger adept -
Quote:Ahah, I just remembered a particularly squick-inducing variation that showed up on the character optimization boards.
Diplomancers could be ridiculously broken in 3rd edition.
The Exemplar class had as one of it's abilities the power to impress and awe people in an area by a stunning display of a skill. Basically you get to use another skill in place of Diplomacy.
Escape Artist is a skill that among other things, you can use to wriggle through tight spaces. If you roll high enough, you can even manage to get through spaces smaller than your head.
So, the CharOp boards being what they are, realized what this REALLY meant. It meant you could crawl up into some tiny space in a manner SO AWESOME and awe inspiring that it could make everyone around you instantly your best friends.
Thus was born the Arseplomancer.
I will leave you with just the name to figure out the punchline.
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There's also mental and skill optimization. I've played a bard that, if I wanted to abuse the rules, could make ANYONE into her bestest buddy just by talking to them.
The DC of the test to see if it works? Normal DCs being in the 10-20 range, hard in the 30s, nigh-impossible in the 40s to 50s? Doesn't matter. If I don't roll a 1 on the die, I make it. This was at only 14th level.
Diplomancers could be ridiculously broken in 3rd edition.
And on top of that the character in question was, like the previously mentioned character, an advanced arcane caster with full access to all bard, sorcerer, and war-mage spells, and some cleric spells.
I had a D20 Star Wars character that by level 11 still had a Base Attack Bonus of 1, but was a strong enough Force user that he could probably pull a Star Destroyer out of orbit. While standing on the planet surface. Plus he was only 3 feet tall, resembled a humanoid marmot, and was cute as a button.
Funny, though. The D20 superhero rules (part of the D20 Modern rulebooks) really kinda sucked.
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Quote:Yeah, the character I as talking about wasn't hyper-focused on strength, though. The character was not just a melee specialist, it was ALSO an arcane caster with top level spells.Not an official chart, but I found a 3.5 chart for super heroes. a Strength of 30 would put someone at the Excellent range: able to deadlift 1,600 lbs. (Captain America range, I suppose)
I've seen character optimization monstrosities of 40 or even 50 strength. I was referring more on how easy it was to get even to 30.
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3.0 clerics could get pretty damn godlike by the teen levels.
Strength based characters could get pretty Hulk-like if they concentrated on boosting Strength. I remember finishing out a campaign around 18-19th level and having a strength score somewhere above 30.
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Hi,
So CoH now has the ability to adjust the Alienware vanity lights based on your character's alignment. Alienware has these pretty lights all over their systems such as an illuminated keyboard, lights around the monitor edge, lighted Alienware logo, etc.
Okay. Nifty.
Is there any way to disable this for the entire game?
When you start up CoH, all the system AlienFX lighting shuts off completely. Including when you are trying to type in your login information. Which is a problem is you game in an darkened environment, like when I turn down the lights in my apartment so as to not disturb the roommates at night. Previously this wasn't an issue, since my keyboard has a nice backlight making all the letters glow. That backlight now shuts off with the rest of the lights.
Currently, you can disable it per character, but that setting only takes effect AFTER you log into that character.
Needless to say, trying to type in a complicated password when you can barely see anything is annoying.
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Once again, whether or not the "victim" has a mental issue is not the problem.
The issue is whether the problem lies in the game, or with the so-called victim.
My money's on "it's not the game's fault".
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Occasionally, if upkeep wasn't paid for an extended period of time, the bases glitch and won't turn back on, even if you pay the rent now.
You'll have to contact customer service to get the base power reset.
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Dude, even WE told you on a few occasions to go watch the series.
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I couldn't care less in this issue if a person is actually mentally sick or not.
That isn't really germane.
The only thing that matters in this issue is, who's fault is it?
If it's an actual physical addiction, the "addicting" element is at least partly at fault.
If it's NOT an actual physical addiction, then the either the person's willpower is at fault, or there's a defect in his brain. In either case, the so-called "addicting" element is not the cause.
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Quote:The point is, it's STILL not the 'addicting' game's fault. If anything, the most you could blame is the addicted person's physiology.While I agree with your sentiments on taking personal responsibility, it's not quite as easy as your argument implies. Neuroscience is is showing us that while the idea of "just say no" may provide a nice (moronic) sound bite, it's what happens internally (generally neurological) that provides the driving force in compulsive/destructive bahavior that is related to but by no means exclusive to substance abuse. That's not being an enabler, that's science. I'm not suggesting that physiology negates responsibility (nor am I suggesting that the twinkie defense is valid). I am, however, suggesting that there are cases where willpower will never be enough - what's required is treatment (be it behavioral, medicinal, or otherwise). Bottom line, if your brain isn't physically operating in a normal or healthy manner (whether your problem is with heroin or gambling), no amount willpower, responsibility taking or forum post bravado will fix it.
This isn't a physical addiction. So it's more or less the addicted person's brain having a malfunction.
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Whatever organization in question would have to give the JLA a reason NOT to go searching if they wanted it to work.
Like have Batman be publicly "killed" and have the JLA recover a perfect replica dead body, perfect down to cosmic signature, psychic residue, etc.
Or, like Max Lord did, make the world forget he existed.
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I'd also point out that on a few occasions higher-up government organizations have implied that they already KNOW who Batman really is, but they choose not to go after him.
Amanda Waller has certainly hinted at this, for example.
These types of organizations, if they REALLY wanted to go after Bats and managed to capture him, there would be no trial. He'd just disappear.
Granted, the way the DC universe works, his buddies in the Justice League would eventually track him down and free him.
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