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[DC Adventures] new shiny
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<blockquote data-quote="pawsplay" data-source="post: 5246943" data-attributes="member: 15538"><p>Active defenses are an option, but passive defenses are assumed. Combat is overall very similar to 2e, but Affliction has been de-escalated and many remaining vestiges of 3e have been excised. Distances are mostly in feet, but the game does not require any particular level of precision; it's probably no accident that the ranges are named and you could probably just stick with "close," "long" etc. for mapless combat. I'm a map kind of guy myself, however.</p><p></p><p>One thing I think is not wholly positive is how PLs have been rebalanced. Your sum of defense + resistance cannot exceed 2x PL, generally. What this means in practice is that Agility and Fighting both have to be compared to Toughness, which complicates some designs. I was playing around converting a 1st level Pathfinder guy to DCA and I had trouble fitting him into PL 5 because of the combination of modest Stamina and Fighting with the addition of a shield and chainmail. Keep in mind that the SWAT member listed in the book is PL 5 and has a higher Fighting than what I was playing around with. Still, it's more of a occasional annoyance than a breaking thing; you can work around it easily using the Close Attack and Ranged Attack advantages to fix your offense if your defense has to be kept somewhat lower (end result: CA + RA costs the same as Fig, so you are basically sacrificing points of Dodge or Parry at the same price). </p><p></p><p>Because my last game of 2e turned into a snarl due to a stunning, grappling villain I introduced, I'm going to say DCA looks like a good upgrade, even if the changes, individually, are fairly modest. Also, despite the Ross cover, the book is full of good, mostly Bronze-era art in the style I associate with my favorite runs of the JLA and the Avengers.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5246943, member: 15538"] Active defenses are an option, but passive defenses are assumed. Combat is overall very similar to 2e, but Affliction has been de-escalated and many remaining vestiges of 3e have been excised. Distances are mostly in feet, but the game does not require any particular level of precision; it's probably no accident that the ranges are named and you could probably just stick with "close," "long" etc. for mapless combat. I'm a map kind of guy myself, however. One thing I think is not wholly positive is how PLs have been rebalanced. Your sum of defense + resistance cannot exceed 2x PL, generally. What this means in practice is that Agility and Fighting both have to be compared to Toughness, which complicates some designs. I was playing around converting a 1st level Pathfinder guy to DCA and I had trouble fitting him into PL 5 because of the combination of modest Stamina and Fighting with the addition of a shield and chainmail. Keep in mind that the SWAT member listed in the book is PL 5 and has a higher Fighting than what I was playing around with. Still, it's more of a occasional annoyance than a breaking thing; you can work around it easily using the Close Attack and Ranged Attack advantages to fix your offense if your defense has to be kept somewhat lower (end result: CA + RA costs the same as Fig, so you are basically sacrificing points of Dodge or Parry at the same price). Because my last game of 2e turned into a snarl due to a stunning, grappling villain I introduced, I'm going to say DCA looks like a good upgrade, even if the changes, individually, are fairly modest. Also, despite the Ross cover, the book is full of good, mostly Bronze-era art in the style I associate with my favorite runs of the JLA and the Avengers. [/QUOTE]
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