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  1. Victim

    Co-op game recommendations

    That's Shadows over Camelot - it also has the possibility of a hidden traitor, but I've heard that it's not as well done as BSG. Space Alert seems fun so far. The intense real time nature of the game makes one guy micromanaging everyone else rather difficult. You'll only have like 10 minutes...
  2. Victim

    Char-op Box

    Or you could say that optimization in that context is about gaming the GM by playing into their preferences for characters, abilities, and story ideas. Well, no it doesn't effect die rolls (except in terms of reroll abilities and the like). However, it does change what the rolls mean...
  3. Victim

    Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?

    I'd hesitate to call MnM level based because it's not really designed to support advancement through a broad range of levels. Even a long running campaign still probably ends up within two levels of the initial PL. The levels aren't really operating as the quanta of advancement.
  4. Victim

    How Low is Too Low

    Actually, my understanding was that CO considered 20 DPR per tier to be a reasonably good figure, with things like 60 DPR at 16 being more in the DPR records.
  5. Victim

    How Low is Too Low

    It depends on the monster, situation, etc. I've dealt some real damage with party level -4 skirmishers... Who were in terrain set up perfectly for them, against a party who hadn't really fought them before and didn't have much practice coordinating, and had a higher level leader type buffing...
  6. Victim

    Battles taking too long - whats the tricks?

    What characters do you have? A party light on damage - say a warlock, sword and board pally (or shielding swordmage), pacifist cleric, and invoker - will usually take more rounds to do the same damage as another party, so the fight takes longer. Not that those characters are all necessarily...
  7. Victim

    Please define 'swingy'

    Well, I'd say that's part of it. You can easily have non-damage related swing though: when our group used Tactical Teleport to move our team out of Force Cage and into perfect attack positions, that was a massive swing in our favor - first, for mostly canceling the Force Cage (a big swing in...
  8. Victim

    Please define 'swingy'

    And if you don't have it up in advance, you might be dead before you know you'll need it. Besides that, in a short duration fight, it's a huge loss to spend your main action throwing up a spell that you could have done earlier - so it had better have a broad effect if you do (like Mass versions...
  9. Victim

    Adding (or finding) some more swing to 4e combat

    Use more guys, especially guys with ranged attacks. More guys -> more spike potential. The ranged attackers just make it easier to set up. Other high mobility combatants can also converge on a vulnerable target for a sudden attack. Daze/stun/dominate the healer. It sucks when you're...
  10. Victim

    Please define 'swingy'

    I'd say that swingy combat rewards advance planning, while non swingy combat rewards more ability to adjust within the encounter. The way to go in a swingy system is get things to swing your way for a bit - and then exploit that edge ruthlessly to win quickly before the tide can reverse...
  11. Victim

    D&D 4E What Doesn't 4E Do Well?

    It also costs millions of dollars to get a fully trained fighter pilot. It's the combination that's powerful - a state of art jet aircraft needs an elite pilot to use it to its full extent. In the hands of unskilled person, it's just an expensive accident waiting to happen. Same thing with...
  12. Victim

    D&D 4E What Doesn't 4E Do Well?

    Why not compare more expensive vehicles? An epic type weapon is an incredibly powerful tool, that - most of the time - isn't really needed unless you're trying to do some outlandish, epic stuff. So why wouldn't the natural point of comparison for a +6 item be something like a rocket boosted...
  13. Victim

    Battle Cleric vs. Warlord

    Sort of. While lots of healing can be a huge edge, having someone able to add lots of HP per surge can do a lot for per day lifespan. Lots of relatively smaller heals means that characters deplete surges more quickly than with fewer bigger heals.
  14. Victim

    Battle Cleric vs. Warlord

    Battle clerics, in most groups, seemed to be inferior leaders compared to warlords IMO. Yes, Righteous Brand is amazing. However, it does have its limitations. Righteous Brand only boosts melee attacks - it's great when you have a melee ranger to use that bonus on multiple attacks. OTOH...
  15. Victim

    Warlord: Your experiences

    Yeah, a tactical warlord with Battle Captain is great for setting up spikes. The taclord does seem to require a higher degree of familiarity with everyone else's powers and abilities. Our cleric does pretty well just throwing out cranked up heals to keep us alive so we do our thing. OTOH, as...
  16. Victim

    Duels

    Nope. I generally think of RPGs in terms of team activities, so splitting into a 1v1 is like a step backwards. Especially since a lot of interesting mechanics are dependent on the interactions between multiple combatants - if you want to make a dual more mechanically varied, you generally have...
  17. Victim

    Raise Dead in your 4e Game

    Sort of. Raise Dead required a body and had other restrictions (no death magic, etc). OTOH, with Resurrection, any tiny part of the body would do as well - so you could res a disintegrated target too with some of the dust. And the two spells were pretty close in level. And 3.x had True Res...
  18. Victim

    Raise Dead in your 4e Game

    We haven't been in a position where taking only a hair or something like that was the best we could do, so that hasn't come up. However, there have been no real restrictions regarding Raise Dead on players. Character attrition still happens because people want to try out something new - it...
  19. Victim

    Space Alert

    Well, so far we've failed 3 simple simulated missions (no internal threats). I don't think we've played a game in which the explanation of the rules provoked so much profanity as a response either.
  20. Victim

    Siloing: Good or Bad?

    I think that siloing is generally a good idea, since it can help prevent characters from having roles with essentially no overlap. So you end up with a team activity that actually involves teamwork, as opposed to simply taking turns doing your specialist thing (ie, baseball). If the game is...
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