docbuzzard

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  1. Good thing someone asked. I was ready to remain clueless.
  2. The Earth casters from CoT are pretty bad news because of the spammed quicksand. I can remember back in i4 having my invulnerability tanker get slaughtered by those bastards. They would create team wipes on a regular basis.

    One should remember that an i4 invulnerability tanker was damned close to impossible to kill short of psionic, toxic or untyped damage.

    It is worth noting that the new high level Resistance and Praetorian defense forces you encounter in the Tina McIntyre and Maria Jenkins arcs are pretty nasty as well. We were doing the Maria arc this weekend with a seasoned team of players, and came damned close to a team wipe in the Nightstar mission. This had nothing to do with the AV which went down like a house of cards.
  3. Quote:
    Originally Posted by Veritech View Post
    i dig M&M, but the only problem is that i think the system tends towards being a bit TOO generic. once you figure out attack/defense bonuses, it's pretty much all just flavor from there. at least in 2nd edition, there is a 3rd coming out in a month or so.
    Actually 3rd edition is effectively out already in the DC Adventures book. I picked that up a couple of weeks ago and the rules were completely different from 2nd Edition M&M.

    As for the generic business, yes it would be extremely generic. However that's how you can make balance work (IMO). Beyond basic mechanics of how things work, and those should be independent of color, everything should be changeable.

    A laser should be a lightning gun, should be a heat beam and whatnot. You just add in special effects later. This allows you to get the balance right up front, and then start filling in color later without screwing up the balance.

    I suppose the twinks in all of us (and I min max like a madman) won't like it, but it (again IMO) makes for a better system. You don't end up with RIFTS like abominations.
  4. Quote:
    Originally Posted by BlackArachnia View Post
    I always wanted to run the world in GURPS. It gave the inherent balance back and allowed a great deal of flexability for the player. I just have issues with having to pay points for everything, particularly in a system where you are lucky to get 6 points in 3 game sessions, and everything costs 25 points or more. (Upgrading after creation could be more expensive. I know that the points varied from a couple for a skill up to alot for a new advantage. Yet a disadvantage could be added and completly ruin your character with no benefit to you.)

    Hero system was never something I like for realism.

    At times, a dedicated system is much better than a generic one.
    I wonder if Mutants and Masterminds could be used? It's a very flexible system, and is pretty generic when it comes to basics. The mutations are a lot like super powers ultimately.
  5. Being an old school Gamma Worlder, I tend to think the game is best when it has a system of its own. I didn't care for the d20 version at all, and I won't be bothering with this new version.

    I suspect one could simply do better with another system using the wealth of background from 1-3rd editions.
  6. Odd that it was described as a list of Sci Fi movies when probably half were horror flicks and a bunch more were fantasy and kid stories.
  7. It seemed very odd to me that the AK was either jamming constantly, or they just had no idea how they operate.

    Quite amusing though.
  8. Quote:
    Originally Posted by Carnifax_NA View Post
    Of course now I've managed to incur the wrath of all the posh girls who compete in the Modern Pentathlon (all 7 of them). I'll be hunted down on horseback like the dog I sm, chased over small walls until cornered.
    Considering George Patton competed in the Modern Pentathlon, calling the competitors 'posh girls' seems a bit off base.
  9. That is simply pathetic. Lasers and firearms are nowhere near equivalent. You might as well just ignore all the previous awards since the competition will not even be vaguely comparable. You might as well allow the Olympic swimmers to wear swim fins.
  10. The only secondaries I can think of for blasters or corrupters which have AOE damage are:
    Mental Manipulation has a cone
    Trick Arrow has oil slick
    Storm has freezing rain (minor damage)
    Cold might have on as well, don't recall if it does damage if it does, it's minor damage like Storm.

    Are you asking what secondary supports the best ranged AOE damage for the overall build? Kinetics is never a bad idea once you get to fulcrum shift.

    Maybe you should rephrase your question.
  11. Quote:
    Originally Posted by PhroX View Post
    It's been ages, but I think the 3.0 one was just broken in general, with most things being bad, but a few being ridiculously powerful.

    3.5 Psionics in general are much better.
    You could very well be right. I've never been a fan of psionics in D&D so at best I'd give the books a cursory look.
  12. Quote:
    Originally Posted by PhroX View Post
    3.0 Psionics....wsan't that the most horrible broken thing ever? I have vague recollections of someone having to roll around 150 d4s with one power...
    I always though the 3.0 version was weak. The 3.5 version cranked it up a lot.
  13. Quote:
    Originally Posted by Knight_Marshal View Post
    Not too sure about that, but its been awhile since I played. I know that the HiPS that the Shadowdancer PRC gave allowed you to hide as long as a shadow not yours was near, even if someone was watching you. You didn't even need something to hide in/behind.
    This is what you are talking about(all from 3.5 SRD):
    Hide in Plain Sight (Su)

    A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.



    What I was talking about was :


    Sniping

    If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot.



    Though I suppose this is relevant:


    It’s practically impossible (-20 penalty) to hide while attacking, running or charging.


    So in theory, you can hide while attacking at a -20. I have to wonder if there's rules call on this via a vis multiple attacks.
  14. Quote:
    Originally Posted by Kelenar View Post
    This is in sharp contrast to Exalted, where for the past year and a half or so, a large portion of the fans have been shouting, "For the love of all that's holy, just give us a new edition already!" and the first edition is commonly mocked.
    Oh you mean like RIFTS. I don't think I know a soul that plays that game who doesn't think the rules are a horrible kludge that needs to be updated, but they refuse to do it (to avoid facing fans who don't want to deal with an update). Instead they do minor revisions, and ram new rules into obscure places in new books. Honestly it's a horrible waste of a good setting.
  15. Quote:
    Originally Posted by Smersh View Post

    Back on topic, I think Doctor Strange is probably equivalent to a 15th or 17th level wizard, 3.5 edition-wise.
    I'd say sort of. He's not got the spells per day limitation of a 3.5 wizard. In some ways he's more and some ways less. He's also completely at the mercy of the current writer so can be well above that (or below it). Superheroes are very hard to quantify if you don't use published stats for comparison.
  16. Quote:
    Originally Posted by Lothic View Post
    Sure TSR tried its best to "push product" and wasn't strictly pure either. But let's just say WotC has become the undisputed masters of "if you want to keep up with the latest stuff you'll rebuy all the core books as often as we see fit". I don't begrudge WotC figuring out a way to maximize THEIR profits, but it doesn't mean I have to buy into their schemes.
    No you don't, and I don't even vaguely understand why you'd think it necessary for someone who plays their game.

    Quote:
    Ironically their model has become very similar to the way a MMO operates. The difference is that when a MMO tinkers with its system all you usually have to do is download a patch. When WotC 'tinkers' enough with D&D you have buy another $500 worth of books. That kind of thing, when it's made so completely up-front and obvious by people like WoTC, just leaves a bad taste in many people's mouths.
    No, it's not like an MMO. You can always use the old version. Nobody is coming into your house and making your old books not work. Unless you are really into the living campaigns (LFR), you don't need the latest gee gaw to play the game(and even in those you can probably get by with the original core even if you might be a bit underpowered). I can't even imagine new modules really require it all. Your personal need for the new shiny may drive this, but they were merely trying to milk that which is what they should do to make money. Your self control is your own issue.

    Quote:
    Maybe I'm just past the whole concept of "brick-n-mortar" hardback book based RPGs and see WotC as the key champion of a restrictive and out-of-date corporate paradigm. *shrugs*
    If you don't like how they do business, don't do business with them. You don't need to complain about it if other people happen to like it.

    (which is not to say I buy WotC product anymore either, but I don't begrudge them their business model, and I have plenty of friends who like 4th Ed).
  17. Quote:
    Originally Posted by Smersh View Post
    I find that preferable to wizards outclassing everything else by level 7.
    I'm not here to do an edition war. You can find plenty of places and people to do that with. Go find them.
  18. Quote:
    Originally Posted by Samothrake View Post
    Well, yes and no. If your company wants to publish OGL stuff, and can sell it, all fine and dandy. However, if you want a license for making products for the newest 4e stuff, you have to cease all production and development of any OGL stuff. The new SGL license is much, much more restrictive than the OGL license. Hasbro's lawyers made sure of that. It's gone through a few iterations since being released, but at one time the SGL license actually required a publisher to buy back his stuff from warehouses so that it could not be sold.

    Like it or not (I personally don't at this time) D&D has a huge draw in the pen and paper gaming scene and wherefore goes Dungeons & Dragons so goes the majority of the players. If a developer wants to take advantage of those playerr's dollars, said developer has no choice but to go all or nothing with the newest edition.
    Yes, this is true, and it was a move I didn't much care for from WotC. Then again I play Pathfinder (pure OGL) so I don't really care. I have a choice and I exercise it.
  19. Quote:
    Originally Posted by Lothic View Post
    No, I'm not kidding. *shrugs*

    I'll be perfectly willing to admit that from a "running a business" point of view WotC is lightyears beyond what TSR managed to do. To deny that aspect of it given how huge WotC currently is would be silly.

    But from a "product quality and satisfaction" point of view I still can't stand the "D20/OGL/buy a hundred hardback book" model that D&D 3.0, 3.14159, 3.5, 4.0, etc. has become. If you don't have a problem giving WotC thousands of dollars for a version of a game that's going to become obsolete next year then more power to you.

    Like I said I "experienced" the Cycle of that comic strip years ago at this point.
    Did your memory drop out the flood of hardcovers and splatbooks put out by TSR for 2nd Edition?

    Hell, I was waiting for The Complete Commoners Handbook, since it was bound to show up at some time. I've got a shelf of 2nd edition books, and I was nowhere near complete by any stretch of the imagination.

    Not to mention the "Oh, we're playing in world X, so all your stuff doesn't wash. Go but the World X Monster Manual, and the players guide to World X. "

    TSR was by no means pure. They didn't have the financial backing to do quite the throughput of books as WotC (Hasbro), but they certainly did their damnest, and it drove them into the ground as they tried to peddle so much crap that warehouses were full of garbage splatbooks and junk novels that nobody wanted to buy.

    I do find it odd that people get worked up over more choices. You don't want to buy the new books? Then don't. Nobody has a gun to your head. Hell, most people at my gaming table never bought books past 3.0 for a long time. My current group is a bit more into gaming so most have the Pathfinder book (which isn't needed since it's all online anyway).

    As for the 'obsolete next year' stuff, well you complain about the OGL and yet complain about obsolescence? Those are mutually exclusive claims. With the OGL people can put out 3rd edition stuff until people stop buying it.

    But I would like to know how you expect a business to survive without pushing product. If WotC doesn't make new product to sell, there won't be a company soon enough.
  20. Quote:
    Originally Posted by NinjaPirate View Post
    You can in 4E, but only up to a practical limit.

    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.



    -np
    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.
  21. Quote:
    Originally Posted by Lothic View Post
    Where was this comic 13 years ago when TSR folded and the evil of WotC spread across the land...
    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.
  22. Quote:
    Originally Posted by Blood Spectre View Post
    I always love when someone who hasn't even looked at the 4e rules makes a sweeping generalization about them.
    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.
  23. Quote:
    Originally Posted by Knight_Marshal View Post

    The Gm did point out that stealth didn't equal invisibility to which I replied...
    It will next level when I get HiPS!
    Not that we need to play D&D rules, here, but this really isn't that powerful. As soon as you attack, you are visible and have to re-hide at -20 on the check (which is a move equivalent action, so you can only attack once per round at that). It's the snipe rules.

    I did leverage this sort of thing in a local convention campaign we had here called Cheesy Munchkin Adventures. This was a 3.0/3.5/D20 campaign in which you were supposed to mangle the spirit of the law with the letter of the law. Pretty much anything from any respectable D20 source (and the Munchkin books, which were by no means respectable) was allowed.

    I cheesed up a gnome shadowcraft mage with hide in plain site, and enough hide that he was completely undetectable. Since he was a spell caster (and shadowcraft mage gives you silent spell automatically eventually) he didn't have to play the snipe game and could rock people's worlds without anyone ever knowing he was there.

    The campaign was taken to a reset point where the 20th level characters have a faceoff and all the cheese was allowed to fly. My guy was able to survive, but by no means was he able to defeat the more cheesed out people. I couldn't even scratch those.
  24. Quote:
    Originally Posted by Nightphall View Post
    This is true.

    For the time being, let's just assume that D&D character examples can only rely on the powers/abilities given to them by their combination of classes/prestige classes.
    This makes for a large dichotomy in power. As of third edition is was clearly understood that to achieve some semblance of balance across classes, a certain value of magic items was to be assumed. Otherwise you end up with the spell casting classes in the roles of the seeing in the land of the blind. Their advantage is monumental. I mean take a simple example of a wizard with fly, protection from arrows, and fireball (don't even need improved invisibility) and he could slaughter an army in complete safety (till the spells ran out of course).

    Probably the main difference in D&D vs. superheroes is the limited 'charges'. The powerful classes in D&D are the spell casters and they have a limited amount of boom in their arsenal before they run dry. At high levels they are nigh unstoppable, for a little while at least. A high level fighter can do his work all day (as long as his HPs hold up), but without magical equipment and buffing, he's nowhere near the power level of the casters.

    In addition to the 'charges' you have the more limited duration of the spells once fired off. Time stop effectively makes you a lot like the Flash, but not for very long. Fly, well that's obvious, but only for a little while (though overland flight is eventually available). Shape Change is plenty powerful but again, only for a little while.

    Heck, you even have 'cosmic' level effects in Wish and Miracle, but again with certain limitations and number of uses in a day.

    In truth, high level D&D spellcasters(and psionicists) are certainly super by any measure. It's just a different kind of super. They are like super scientist inventors who's gadgets have limited battery life.