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Campaign Info: Year of the Chimera

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Boost
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Post by Boost »

Meh, I'm happy where I am.
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Dustland
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Post by Dustland »

Well I stand corrected! I may introduce an XP system if everyone's on board, seperate from the HP system. Or not, less work for me.
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Post by Boost »

Alright, sounds good.
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Post by Saker »

I would like an advancement method to evolve Fenris. His current build does not lead itself into power stunting.

I haven't used a hero die yet, because I haven't felt the urgency. If the apebot is still standing for Fenris, I got something that I want to try.... heh heh

As for future direction, it would be neat to connect it with advancement to explain any changes.

cheers
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Post by Nestor »

To be honest, I stopped worrying about XP a number of years ago.

In our group, any character growth occurs organically, either through discussion with the GM or because of in-game circumstances.

Would it be cool for Javier's powers to grow and develop? Heck, yes. Do I really want to play bean-counter and keep track of points to do it? Not really my thing. I'd rather have the story develop in such a way that it incorporates the growth and development in it. Know what I mean? ;)

I mean, you don't see Superman or Spidey saying, "If I only had another 10 XP to go up a level so I can defeat the bad guy." :roll:
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Post by Volsung »

I second Nestor's opinion
I'm not fond of Xp system for super heroes games
Comics heroes don't really evolve that much... unless that's story-wise.

Is it me or wrestling moves are now canon?
Too bad that's not really a benefit for Overdrive.
The rolls use basic Brawn and I only got a *4 when I use special attack.
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Post by Saker »

I've played Champions for many years and prefer slow evolution of heroes. Certainly not XP per se. We've always thought that this aligned with comics like Batman year one is different than Dark Knight. Robin is different than Nightwing. I'm sure others can be identified, too.

I thought Dust was using the modified wrestling rules using the better of Brawn or Agility to attack or defend and leaving each wrestling maneuver as written in the book.

cheers
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Post by Dustland »

Well I guess if I do have some character advancement, I'll make it more of a plot device rather than a point system. The reality is I have a firm end point for the campaign. That being the case, it's not critical for characters to evolve/advance between now and then.

Wrestling and striking with large objects are two options that often seem to outweigh other, more mundane options in BASH. Not saying its good or bad, just the way the game is designed.

As to the Brawn and Agility question, I don't recall sounding off on it. Maybe I did, just don't remember. I don't really care, so unless someone else has something to add, I'm good with the option.
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Post by Protheuz »

Wrestling and striking with large objects are two options that often seem to outweigh other, more mundane options in BASH. Not saying its good or bad, just the way the game is designed.
This happens as all the characters are similar in the way they deal damage.

Fenris and Overdrive use muscle, Nycto and Nyx TK, that in its way is similar to normal muscle.
In that context the usage of stuff to hit the oponent allows to add area, arc, range, and a little extra punch to the normal "HtH" attacks.

The only really diferent character is Javier.
For instance, if I was using Breeze (the character I made for DP7) i would never use these options, I would Special Attack all the way, using the variable trait to model it after each adversary. (low defense/high defense, rnage/no range, low Soak/high Soak).

In this case I would go near the robot and blast him with a low multiplier to hit and a large multiplier to damage blast of wind (going over the x6 used in this attack).

If in the team we had 4 special attackers or swordsman (like the Second I made for next BAM!), we would see other moves.
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Post by Dustland »

I suppose you're right Protheuz, I hadn't really thought about it that way.
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Post by Volsung »

True, variable special attack are fun.
Maybe way too much.
I gave some variable special attack to Detective Zero, my first bash pbp character.
With it I could use any weaponnery that I could think of.
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Post by Boost »

Alright, here's the plan I have, which is basically Volsung's plan. Fenris and Nyx would Work Together for a free Hero Dice, Power Stunting a Special Attack, extra effect against machines. It would have to take place next page since Fenris has to go off get the wire, then on the next page hold his turn and come to Nyx. Meanwhile someone has to get the scientist out of there, that ApeBot can't be holding her when we hit it with a tidal wave of electricity.

As for the power stunt, does Special Attack 4 (Range, Extra Effect against Machines, +1 hit, +1 DM) sound fair? I'll use either Water Mastery, or Hydrokinesis for the stunt, so my Boost mind applies, that's x5 damage, and we can use Fenris' superior Agility, which I believe (if my memory from Jason is correct) would put it at x5 to hit as well.

Edit: x7 damage total against the ApeBot, after the +2DM added from Extra Effect. If it has a weakness to electricity it would be x12 (5DMx2 weakness, +2DM extra effect)
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Post by Saker »

Nothing personal, Boost. I really like your idea. I just don't think Fenris would listen to you right now. Maybe after a few more scrapes together or sharing beverages. Nyx is just too new to him.

cheers
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Post by Nestor »

Request for a GM ruling:

Could Javier move to L26 (where the female scientist is) and throw up his Force Field (with the +2 Advantage so that it comes up immediately instead of at the end of the page) in one panel?

This would a) protect the sicentist and b) distract the Apebot enough to allow the others to concentrate on it and take it down.
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Post by Dustland »

The move is no problem. To offset the concentration limitation on the Force Field, I'd say you'd have to burn a Hero Die per the "Wheh! That was close!" rule on p20 to reactively use the power (rather than waiting until the end of the page for it to activate).
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