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Post by LakeSide Len on Oct 29, 2013 15:00:32 GMT -5
The reason we didn't do this is because if you have a high Athletics, you will never buy Strike and always buy Martial Arts. Athletics 10d = 8 hero dice, Martial Arts (say it costs even 4d) = 4 hero dice. Total = 12 hero dice. That's 4 less than the 16 hero dice you would spend if you wanted to do the same amount of melee damage with something other than martial arts (and thus bought Strike at 10d). We didn't want to create multiple ways of getting to the same place and make one way the obvious choice for the min/maxer. I'm not against min/maxing, but I don't want min/maxing to force you in a certain direction, and if we were to do that, Martial Arts would always be the more cost-effective option. We tried very hard to avoid doing that.
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Post by LakeSide Len on Oct 29, 2013 14:45:08 GMT -5
Awesome. Please let me know how it goes!
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Post by LakeSide Len on Oct 29, 2013 11:26:27 GMT -5
All of the crowd control traits that inflict an effect other than damage ended up with this same sort of mechanism -- full effect for a limited duration -- in order to effect some sort of reasonable balance between CC traits and damaging traits. It feels a little MMOish, but it seemed the most fair balance in playtesting. This was especially true becuse we found that most fight didn't last all that long.
That said, if someone wanted a cc trait to work the way you are describing, I think that could be okay. If I understand correctly, the attack would have no effect on the target until you build up a 6-round duration (which is enough to automatically take you to the end of the current scene), but the duration that you are building up doesn't decay during a scene. This might even be a free Pro ("Enduring" maybe).
The downside with this is that I think it may get annoying to have to hit your enemy a few times and have absolutely no effect on him for a few rounds. That might feel kind of "blah," especially if your fights tend to be as short as ours. Nevertheless, I like the idea of making this an option. I need to test this out, but I might include this as an extra Pro, a free Pro, at some point in the future.
Thanks!
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Post by LakeSide Len on Oct 29, 2013 10:57:26 GMT -5
Rune, you nailed it. The Martial Arts pro is there to give a character with a high Athletics rank a modest attack. It's kind of the "mundane" martial arts, as opposed to Strike, which would be used as the "super" martial arts.
Honestly, this is a pro best used for agile, street level heroes: if you were, oh I don't know, a super agile blind lawyer street-level hero, this would be a good bet.
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Post by LakeSide Len on Oct 29, 2013 10:45:29 GMT -5
Oh, and as for Psidearm, here's the deal: his Blast trait has the Marksman con, meaning that it only applies when he's armed with guns, guns, guns (thank you original Robocop movie that will never be equalled). If someone rolls well enough to disarm him (which would not be easy), I would totally let him be disarmed, both guns. The 2 guns are there for show, not because they have any game effect at all.
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Post by LakeSide Len on Oct 29, 2013 10:41:28 GMT -5
There are a few perks and even a few traits that are there more for flavor than for game utility. Ambidexterity is one, as is Immortality, and Unkillable (yes, you get a small bonus to defense from Unkillable, but considering the fact that (i) there's a rank cap and (ii) as per the rules, heroes can't really die, Unkillable is mostly there for flavor). Even abilities like Dimensional Travel and Time Travel are mainly for flavor (if the GM has a story set in another dimension or time, I promise you, you'll get there regardless of whether or not anyone has these traits). So, sure, being ambidextrous may have some narrative or highly situational utility, but it's really there as fluff.
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Post by LakeSide Len on Oct 29, 2013 10:33:56 GMT -5
Hi, Rune!
You have it correct. The two effects are distinct (although they are of course narratively related to one another). They do, however, both end at the same time, in case that wasn't clear. Thanks!
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Post by LakeSide Len on Oct 27, 2013 10:52:32 GMT -5
Hi,
We didn't want to create 2 different ways of getting to the same place. If Toughness + Enhanced Defense effectively is the same as Armor, then the only difference is cost, and character creation becomes an exercise in "which option is most cost effective". To avoid that, we wanted to make Enhanced Defense apply only to active defenses. It's better than a normal active defense, but it's still not like Armor, which is always there even if you are surprised, tied up, etc.
Thanks, Len
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Post by LakeSide Len on Oct 23, 2013 21:10:30 GMT -5
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