Nestor
Junior Member
Posts: 95
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Post by Nestor on Oct 28, 2013 20:58:42 GMT -5
I noticed that you offer Ambidexterity as a Perk. I was wondering if it's something you see coming up that much in the game?
I've played a certain other well-known superhero RPG for a long while (all the way since 1st Edition). I played a martial artist that had Ambidexterity as a Talent in a quite successful campaign. In the three years I played, the issue of handedness did not come up, once. And this was using a system that actually had rules for dealing with off-hand use.
Then I noticed this little tidbit in the book on page 29:And in case you're wondering, the fact that he [Psidearm] dual wields is just for show. It has no game effect.
That makes it sound like which hand you use a weapon with (or even using both hands) is not a critical issue.
Just curious what the idea was behind including the Perk.
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Nestor
Junior Member
Posts: 95
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Post by Nestor on Oct 28, 2013 20:25:24 GMT -5
Greetings! Glad someone else broke the ice. I was feeling somewhat self-conscious about posting on a spanking brand-new forum. So this is something of a fusion of compliment/clarification request/design quesiton. If it comes off a bit rambling, I'm just trying to "show my work", so to speak. I picked up P&P after a friend posted on it on Google+ and have been enjoying reading through it. I'm a long-time superhero RPG fan and have been jonesing for some good ol' fashioned cape action, but it's sort of become out of fashion with my local group. One of my favorite character archetypes is the martial artist; characters like DC's Black Canary and Marvel's Mockingbird. I see how P&P presents Might as the offensive trait for bricks and Athletics for ranged weapon guys. But what about your friendly neighborhood street brawler? I'm thinking Athletics would cover the defensive aspect; dodging, ducking and weaving. I saw the Martial Arts pro and thought that might help for the attack side, but the fact that it only factors in half the trait makes it less useful. Here's my logic. I'm seeing the martial artist being able to take care of the average mook with ease. The way the dice pool works, the average result of the roll is usually half the number (I'm not considering the exploding dice aspect to simplify matters). That gives your minion an average result of 1 or 2. I figure I'd want my hero to manage getting 2 above that as a matter of course, so that gives me a result of 3 or 4, or 6 to 8 for the attack trait. An Athletics trait with a Martial Arts pro's not going to cut it, unless I use at least a trait of 12. Looking at the sample characters, I see that the Martial Artist uses Strike as the attack trait. Okay, I can see how that would work; define the Strike as the MA's fighting prowess and take it from there. Did I get that right? And it makes me wonder, what's the use of the Martial Arts pro then? Could there be a way to make it more... useful? Thanks if you stuck around to read this far.
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