Martyr of the Cause
First Post
Greetings!
We've just kicked our "1st" edition (pre 7.30 version) Blood & Vigilance campaign off last week and are now completed our second session. Game play definitely brought up a lot of questions:
1. How do you award XP for the minions a Mastermind gets? Are they just treated as part of the XP you get for fighting him? I mean, even at 1st level, 50+ dudes are a THREAT to six 5th level characters. I can see the argument for them being just part of the Mastermind character's XP award, but I'd like to know one way or another.
2. Growth seems pretty powerful. For the sake of simplicity, if you treat the skill bonuses and penalties of being larger (penalties on Hide and whatnot but bonuses to grapple, etc) as equaling out, 8 points of Growth breaks down to being +8 STR, -2 DEX, +4 CON, +2 Natural Armor, -1 Size Modifier, and extra unarmed damage dice. That effectively becomes +3 to melee attacks, +4-6 to melee damage, +2 HP per level, and the hand-to-hand damage bump (the +2 natural armor offsets the -1 Def for size and -1 for the reduced Dex, and the +4 Str bonus to hit is reduced by 1 for the size modifier). That seems too good, especially when compared to the +4 to melee attacks and +4 to melee damage you get for Superhuman Strength. Sure, you have one point less to attack, but you get 2 extra HP per level AND increased damage instead. The part that makes it truly wrong is that it adds onto what the Superhuman Strength gives you, making you pretty crazy for what you can do with melee (it's not hard to get up to 1d8+15, which bumps you into Knockback often, which only makes it more evil). It seems too much, whereas if it was a +4 Str instead of +8 it'd end up as +1 to hit, +2 to damage, +2 HP per level, and increased hand-to-hand, which is much closer to having spent 4 PP in SuperStrength and 4 PP in SuperConstitution.
I guess that's not a question, but more of a wondering what I might be missing that makes Growth not as fresh as it seems? Yes, there's the headroom issue, but that can't be enough with the number of outdoor and warehouse encounters in comics.
3. Mind Control seems pretty extreme. It's very, very "all or nothing". I suppose this one isn't as much of a question either, but a suggestion. As is, it may take 3 rounds to take over somebody, but you have them for like 5-6 rounds from there out by spending a Move Action and staying alive. But, if there's only one guy in the fight and he makes his save, your powers mean nothing from there out. If the power could be used again should the target make their save, but at the same time granted a save each round (perhaps even with a cumilative bonus for each round you missed the save), I think it'd be a better representation of the Mind Control powers of comics and make life less random for the dominating telepaths of the world.
4. Do powers from books like Superhero Arcana and whatnot have classes associated with them? For example, I could see INvulnerability being a class power for Tough Heroes.
5. Knockback's Reflex DC of 20 seems harsh. I mean, they already just took 20+ damage, and now there's another save for even MORE damage? DC 20 is no joke when it comes to saves. Shouldn't this be more based on the character's level or PP?
6. How do DSRs such as Phobias add into XP? For example, our crew has a character with at least a +12 Will save but a DSR 3 Phobia of 3 against melee combat/personal physical confrontation. Does the EL for the battle increase by 3 for that character because he managed to make a saving throw? Or does it increase the EL of who he was fighting? How does that factor in when it's 50 some 1st level guys a Mastermind character brought to the fight? We were really lost on how to award XP on this one.
7. What reason (other than character flavor) would I want to take Super Leaping over Flight? I can see why you'd want Super Running over Super Leaping (because you add Super Running to your base move while Super Jumping replaces your base move), but Flight is just as quick as Super Leaping but has all the benefits of flight as well. Is the idea what you don't do just one super-leap but a series of smaller leaps, thereby enabling you greater maneuverability than an equal number of points in Flight (which has average maneuverability)? Or is Super Leap just for suckers?
8. Is the Blast Power DC supposed to be +1 per 2 PP or +2 per PP? As +1 DC per 2 PP it seems a bit better than the damage caused by firearms (which is should be, after all), but not too much so. On the other hand, were the DC very hard for half-damage, it'd put Blast on par with the mega-Strength/Growth characters for how much harm they dish out, and maybe that's the design. Which is it?
9. Are all these questions answered in the "revised" edition of Blood & Vigilance? By "revised" I mean the edition that came out on July 30th, as opposed to the one our GM bought sometime in June. I've heard Regenerate got nerfed, and that Advanced Training got a boost, but what else changed? I don't need an itemized list, but being able to make an informed decision based on a general list of what changed would be awesome.
So, it's 9 lengthy questions/thoughts, but if the good people of this forum and the Blood & Vigilance enthusiasts out there can lend some experience, I can think of seven happy gamers that will sing your praises some next Thursday.
We've just kicked our "1st" edition (pre 7.30 version) Blood & Vigilance campaign off last week and are now completed our second session. Game play definitely brought up a lot of questions:
1. How do you award XP for the minions a Mastermind gets? Are they just treated as part of the XP you get for fighting him? I mean, even at 1st level, 50+ dudes are a THREAT to six 5th level characters. I can see the argument for them being just part of the Mastermind character's XP award, but I'd like to know one way or another.
2. Growth seems pretty powerful. For the sake of simplicity, if you treat the skill bonuses and penalties of being larger (penalties on Hide and whatnot but bonuses to grapple, etc) as equaling out, 8 points of Growth breaks down to being +8 STR, -2 DEX, +4 CON, +2 Natural Armor, -1 Size Modifier, and extra unarmed damage dice. That effectively becomes +3 to melee attacks, +4-6 to melee damage, +2 HP per level, and the hand-to-hand damage bump (the +2 natural armor offsets the -1 Def for size and -1 for the reduced Dex, and the +4 Str bonus to hit is reduced by 1 for the size modifier). That seems too good, especially when compared to the +4 to melee attacks and +4 to melee damage you get for Superhuman Strength. Sure, you have one point less to attack, but you get 2 extra HP per level AND increased damage instead. The part that makes it truly wrong is that it adds onto what the Superhuman Strength gives you, making you pretty crazy for what you can do with melee (it's not hard to get up to 1d8+15, which bumps you into Knockback often, which only makes it more evil). It seems too much, whereas if it was a +4 Str instead of +8 it'd end up as +1 to hit, +2 to damage, +2 HP per level, and increased hand-to-hand, which is much closer to having spent 4 PP in SuperStrength and 4 PP in SuperConstitution.
I guess that's not a question, but more of a wondering what I might be missing that makes Growth not as fresh as it seems? Yes, there's the headroom issue, but that can't be enough with the number of outdoor and warehouse encounters in comics.
3. Mind Control seems pretty extreme. It's very, very "all or nothing". I suppose this one isn't as much of a question either, but a suggestion. As is, it may take 3 rounds to take over somebody, but you have them for like 5-6 rounds from there out by spending a Move Action and staying alive. But, if there's only one guy in the fight and he makes his save, your powers mean nothing from there out. If the power could be used again should the target make their save, but at the same time granted a save each round (perhaps even with a cumilative bonus for each round you missed the save), I think it'd be a better representation of the Mind Control powers of comics and make life less random for the dominating telepaths of the world.
4. Do powers from books like Superhero Arcana and whatnot have classes associated with them? For example, I could see INvulnerability being a class power for Tough Heroes.
5. Knockback's Reflex DC of 20 seems harsh. I mean, they already just took 20+ damage, and now there's another save for even MORE damage? DC 20 is no joke when it comes to saves. Shouldn't this be more based on the character's level or PP?
6. How do DSRs such as Phobias add into XP? For example, our crew has a character with at least a +12 Will save but a DSR 3 Phobia of 3 against melee combat/personal physical confrontation. Does the EL for the battle increase by 3 for that character because he managed to make a saving throw? Or does it increase the EL of who he was fighting? How does that factor in when it's 50 some 1st level guys a Mastermind character brought to the fight? We were really lost on how to award XP on this one.
7. What reason (other than character flavor) would I want to take Super Leaping over Flight? I can see why you'd want Super Running over Super Leaping (because you add Super Running to your base move while Super Jumping replaces your base move), but Flight is just as quick as Super Leaping but has all the benefits of flight as well. Is the idea what you don't do just one super-leap but a series of smaller leaps, thereby enabling you greater maneuverability than an equal number of points in Flight (which has average maneuverability)? Or is Super Leap just for suckers?
8. Is the Blast Power DC supposed to be +1 per 2 PP or +2 per PP? As +1 DC per 2 PP it seems a bit better than the damage caused by firearms (which is should be, after all), but not too much so. On the other hand, were the DC very hard for half-damage, it'd put Blast on par with the mega-Strength/Growth characters for how much harm they dish out, and maybe that's the design. Which is it?
9. Are all these questions answered in the "revised" edition of Blood & Vigilance? By "revised" I mean the edition that came out on July 30th, as opposed to the one our GM bought sometime in June. I've heard Regenerate got nerfed, and that Advanced Training got a boost, but what else changed? I don't need an itemized list, but being able to make an informed decision based on a general list of what changed would be awesome.
So, it's 9 lengthy questions/thoughts, but if the good people of this forum and the Blood & Vigilance enthusiasts out there can lend some experience, I can think of seven happy gamers that will sing your praises some next Thursday.