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Morangias

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  1. But that's my point! The rule that Minions and Rivals don't track Strain is an abstraction meant to lessen the GM's mental overhead, not a statement on the worlds portrayed in Genesys having different physics for people depending on their narrative importance. And just as a Rival won't explode when hearing your scathing tirade, they likewise won't bleed to death from casting spells.
  2. I'd drop Transformative as a category, it feels very artificial to me. Physical transformations can be lumped with other physical powers, and things like alchemy I feel would also be better suited somewhere else. Which brings me to the category you call "Ex Nihilo". I'd actually rename it to matter manipulation, which admittedly is way less catchy, but can house effects such as the aforementioned alchemy, creation of matter out of nothing (actually still a form of changing existing matter on a molecular or even lower level), disintegration, earth/metal "bending" and such. I'd drop teleportation out of it, because the science that would warrant lumping it in with those other effects is not how teleportation usually works in superhero worlds. This would work for teleportation the way current science is envisioning it - by breaking down the object in one place and rebuilding it in another - but in most superhero worlds, teleporters work with some sort of portals/spatial manipulation instead, which is less science-y, but also less headache-y Spatial manipulation could make an interesting category, btw. You have teleportation, but also potentially things like long distance perception (if you can fold space enough to appear in a different place, you should also be able to fold it just enough to take a peek) and the ever awesome attack redirection.
  3. Okay, can people acquire more powers from their category? Say I start the game with some form of pyrokinesis, which would make me an elementalist based on your division - can I later develop ice breath or gamma eye rays? Or am I stuck with fire for the rest of my life? In the latter case, the whole broader categorization would be largely perfunctory.
  4. I still don't know what you want out of having those superhumans broken down into further categories. Are you envisioning a war between elementalists and psychics or somesuch? Do you wish to limit players by having them only pick powers from the specific category? Is this just piece of world fluff where some government agency is trying to sound on top of things by creating a taxonomy of superhumans?
  5. What is it in particular that you're trying to achieve by introducing a superpowers taxonomy to your setting? There are so many ways you can skin that cat, and I'd like to know more before I start brainstorming in a direction that's completely irrelevant to your needs.
  6. You can also model convincing people by depleting their Strain, which in case of Minions and Rivals also goes straight to wounds. Do you likewise interpret this as non-heroic individuals dying from hearing strong arguments? Or could it be that you shouldn't interpret any rules concerning the minion/rival/nemesis division as if they were the physics of the world?
  7. You do realize that's not what the rules as written are meant to represent?
  8. That's the easiest one, just put all exp into offensive Talents and let the Emperor be your shield
  9. Regarding the first point, DoS as minimum damage value, Accurate or any other rule you'd care to cite don't change the simple fact that the ultimate gauge of your attack's effectiveness is how many points of damage it deals after all calculations. Everything that comes before is but a factor for this final calculation. Regarding the other point, I find 40k's degree of lethality perfect for the kinds of games I'm running with the system, so I disagree that there's any "problem" with the system in that regard. "Skin armour" comes about because TB mechanically works the same way as armour. I agree that narratively it makes sense for low damaging rolls to be glances or close shaves but unfortunately some elements of the game don't support that interpretation. If you suffer even 1 point of damage after DR, you have suffered a wound of some kind which can be healed. If you don't suffer any damage after DR, you are perfectly fine. Armour as DR makes sense and there are fairly common sense ways to deal with it. As for TB as DR, there is no way to counteract or reduce the effectiveness of TB. You simply have to roll higher damage or get a bigger weapon. TB provides an innate barrier that always applies, no matter if you're being stabbed, incinerated, chopped, shot, or exploded. Particularly random weapons like frag grenades can be completely countered by the TB of a naked person which doesn't seem to make sense when you consider the narrative situation. Regarding the first point, this is something of a known issue with the game's abstraction - I remember this argument being brought up in the days of WFRP 2e, and I'm betting it was around even earlier, as this aspect of the system has barely changed since first introduced in WFRP 1e. Stil, consider this: a significant number of critical effects at one point of critical damage speak of "grazing" or "glancing blows". Logically, it follows that any attack that doesn't deal critical damage (or trigger Righteous Fury) cannot be described as more damaging than that. Regarding the second point... I'm sorry, but I've never understood the need for realism in a setting containing space wizards, undead Egyptian robots and things yet sillier. The combat system is perfect for recreating the kind of combat encounters your usual 80's action hero would partake in - which is perfect given 40k's range of inspirations. Tough guys survive stuff that kills less tough guys, that's the gist of it.
  10. As an aside - there are few games with greater need for optimization than the White Wolf ones, as they are some of the few games where you can accidentally create a completely useless character. More to the point, it's not that 40k in general or DH2 in specific have no place for build optimization, it's more that the optimal strategies are generally well-known by now (as most of them were optimal from the days of DH1) and that the Aptitude-based character advancement makes it exceedingly easy to prioritize the acquisition of the most optimal traits, thus making optimization too simple for in-depth discussions.
  11. The notion of "skin armor" is a consequence of people treating an attack roll and a damage roll as two sequential but separate events in the game's narrative, rather than a single event with a two-step system for determining the outcome. Nobody's actually deflecting bolts with their oiled pecs - if the shot hits but does minimal/no damage, it wasn't a clear hit, no matter what the attack roll tells you.
  12. Two things about optimization and why it's a big thing in the D&D scene: 1. D&D is almost 100% devoted to combat. Sure, you can run a combat-light or even combat-free D&D campaign, but that's not really what the system assumes will happen, and not necessarily what it's best geared to do. With that much focus on combat, it's no wonder finding ways to increase combat performance is a popular pastime. 2. D&D character creation and advancement is built on package deals. When you advance your character, you pick a class and gain a level in it, each level of each class giving you specific things. Since the number of levels you can get is rather limited (in 5e, at best you can reach level 20, though there's no guarantee the campaign you're playing will take you there), each choice you make also closes off other choices. Then, there are the sub-class options (fighting archetypes, magic schools etc.) which you generally pick once and then gain a number of traits from them at different levels. Then, at certain levels you have a choice of either raising your stats or gaining a feat, where feats are quite awesome in 5e, but pursuing them to the exclusion of stat increases is not necessarily viable. All in all, D&D character creation and advancement is a game within a game, and how well you play it affects how well your character fares in the main game. 40k had a much greater need for discussing optimal build strategies in games that stuck with the career system, ranked advancement tables and alternate ranks. The way DH2 is set up, the best we can do is discuss aptitude combinations and how to get them. Overall, most stuff in 40k is pretty straightforward and easily understandable - I don't need an optimization guru to know Step Aside is a great talent for enhancing my survivability, or that Crushing Blow will positively affect my melee performance. As such, not that much to talk about when it comes to optimization unless you want to really delve deep, at which point the math becomes kinda annoying (many variables affecting each combat action). I've done some number crunching and theorycrafting for 40k in other games' forums, and at some point I've pondered writing a few build guides for Deathwatch (the most optimizer-friendly 40k game if you ask me). I don't think there's anything in particular I'd like to share at the moment, but if a discussion crops up that'd benefit from this approach, I'd be inclined to step in
  13. AFAIK the extra damage from accurate only applies on basic weapons. So pistols and heavy weapons can have accurate, it just makes them a bit easier to hit with. Indeed. Though, unless memory fails me, that didn't stop them from making Ultra-Pattern sniper rifle a heavy weapon by mistake
  14. As far as the IC reason for the higher requisition and renown of the aux launcher goes, I'd speculate it is simply a matter of saving up resources by not handing out non-essential gear willy-nilly, disguised as a matter of tradition, faith, honor and glory. It's pretty obvious that for all their considerable resources, the Astartes still have limits on what they can hand out to the battle brothers - otherwise, why not make a storm bolter a standard issue rifle when it's pretty much a straight-up upgrade over the normal bolter? So, they issue gear that's still mighty by anyone's standards, but not the best they theoretically can manage, and reserve the best pieces for more accomplished and experienced warriors, reasoning it'll be put to best use in their hands - and because it's the Imperium and you can't take a dump without praying to the Emperor and the machine-spirit of the flushing device, the procedures of distributing gear become highly ritualized and shrouded in imponderabilia. Which of course serves a purpose as well - saying "only those who brought glorious victory to the Chapter on countless fields of battle will be trusted with the holy power sword" is more motivational and better for the morale than "look, we can't afford enough power swords to give one to every schmuck, so take your chainsword and quit yapping!" Going back to missile launcher vs aux grenade launcher, they're both relatively simple technology, and most likely it's way cheaper to make a small portable grenade launcher than a giant bazooka with missiles capable of shredding heavy armor and/or entire ranks of infantry, but it's much more vital for the squad to have a bazooka when necessary than to have what's essentially a convenience item for guys who can already lob grenades at distances of over thirty meters. Hence, they cannot afford to get stingy with handing out missile launchers, but they totally can save a lot of resources by handing out auxiliary grenade launchers only on request, when resources permit, and to accomplished battle brothers at that.
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