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M&M: Bad First Session/All Or None
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<blockquote data-quote="Victim" data-source="post: 1753046" data-attributes="member: 78"><p>The problem isn't AS: D versus Protection. Essentially, both Cyclone and Minotaur have a +10 power bonus versus damage - it's applied at different times, but it works the same way. The real difference is in their other bonuses. Cyclone gets +1 or +2 from Con. A Powerhouse probably has +7 from Con and Toughness. Because of the higher Con and Toughness, anytime Cyclone would be Disabled/KO, Minotaur is stunned. Anytime Cyclone is stunned, Minotaur only takes a hit. That +5 stats/feats bonus is huge. Essentially, characters who want to play a major role in combat need a decent Con and perhaps toughness. </p><p></p><p>Note: Protection only completely blocks an attack if the damage is reduced BELOW zero. A character with PL 10 Protection needs to make a DC 15 damage save when hit by a +10 attack. </p><p></p><p>Another problem is that players should be spending HP to stay in the game - either by rerolling failed damage saves, or recovering from stun. If Cyclone spends an HP to reroll from an attack around +10, then he can't be disabled and his chance to negate the attack completely goes up. Those Hero points were built into the game for a reason.</p><p></p><p>Another useful trick is to go for non-damaging attacks. Dazzle and Snare can both hurt characters with crappy reflex saves. Most blaster types could probably find Dazzle an easy fit into their special effect. </p><p></p><p>Also, most of the archetype characters are worthless. Due to fewer ranged damage bonuses, most ranged attackers should probably have Power Attack for aimed shots. Otherwise, they're pretty worthless against a higher PL opponent (in terms of damage). All out Attack works well with Power Attack. [Actually, Cyclone and Inferno have Power Attack.] Many of the characters have terrible attack bonuses - Cyclone loses 4 attack versus Minotaur because his base stats suck. Depending on what kind of defenses the baddies have, that's a serious problem. Also, Cyclone does more damage in melee than at range, and has the same attack bonus. He's like a blaster/melee hybrid and suffers for it. </p><p></p><p>It's not that hard to make an effective blaster. You just have to look at the weaknesses and play to strenths. Rapid Shot is far more effective for blasters, since you don't have to move close range. All out attack is safer, since you're not in some guy's face. You can play the range game - most melee characters won't be able to hit the standard flying blaster except with thrown weapons. The crappy range increment for thrown weapons means that they'll miss you alot except in very tight spaces. Meanwhile, a power has a range increment of 10*PL - a blaster can probably shot from 80 ft away with no penalties. Area attacks are friendlier with ranged powers. And Rapid Shot+Area Attack is awesome - even if you miss, you still probably hit the target twice. Some characters might want to use autofire too. Full Effect is less painful on an EB than on superstrength. Then you probably want Power Attack so you can nail enemies with Protection at a higher PL, and possibly all out attack to go with it.</p><p></p><p>Characters should probably take some save feats and have a decent spread of attributes to avoid the dreaded +0 in secondary saves. Some Amazing Saves are also pretty helpful here - even a couple of points can make a difference, especially since you'll probably spend a HP on the important ones.</p><p></p><p>EDIT: Where I wanted an abbreviation for amazing save: damage, I got a smiley</p></blockquote><p></p>
[QUOTE="Victim, post: 1753046, member: 78"] The problem isn't AS: D versus Protection. Essentially, both Cyclone and Minotaur have a +10 power bonus versus damage - it's applied at different times, but it works the same way. The real difference is in their other bonuses. Cyclone gets +1 or +2 from Con. A Powerhouse probably has +7 from Con and Toughness. Because of the higher Con and Toughness, anytime Cyclone would be Disabled/KO, Minotaur is stunned. Anytime Cyclone is stunned, Minotaur only takes a hit. That +5 stats/feats bonus is huge. Essentially, characters who want to play a major role in combat need a decent Con and perhaps toughness. Note: Protection only completely blocks an attack if the damage is reduced BELOW zero. A character with PL 10 Protection needs to make a DC 15 damage save when hit by a +10 attack. Another problem is that players should be spending HP to stay in the game - either by rerolling failed damage saves, or recovering from stun. If Cyclone spends an HP to reroll from an attack around +10, then he can't be disabled and his chance to negate the attack completely goes up. Those Hero points were built into the game for a reason. Another useful trick is to go for non-damaging attacks. Dazzle and Snare can both hurt characters with crappy reflex saves. Most blaster types could probably find Dazzle an easy fit into their special effect. Also, most of the archetype characters are worthless. Due to fewer ranged damage bonuses, most ranged attackers should probably have Power Attack for aimed shots. Otherwise, they're pretty worthless against a higher PL opponent (in terms of damage). All out Attack works well with Power Attack. [Actually, Cyclone and Inferno have Power Attack.] Many of the characters have terrible attack bonuses - Cyclone loses 4 attack versus Minotaur because his base stats suck. Depending on what kind of defenses the baddies have, that's a serious problem. Also, Cyclone does more damage in melee than at range, and has the same attack bonus. He's like a blaster/melee hybrid and suffers for it. It's not that hard to make an effective blaster. You just have to look at the weaknesses and play to strenths. Rapid Shot is far more effective for blasters, since you don't have to move close range. All out attack is safer, since you're not in some guy's face. You can play the range game - most melee characters won't be able to hit the standard flying blaster except with thrown weapons. The crappy range increment for thrown weapons means that they'll miss you alot except in very tight spaces. Meanwhile, a power has a range increment of 10*PL - a blaster can probably shot from 80 ft away with no penalties. Area attacks are friendlier with ranged powers. And Rapid Shot+Area Attack is awesome - even if you miss, you still probably hit the target twice. Some characters might want to use autofire too. Full Effect is less painful on an EB than on superstrength. Then you probably want Power Attack so you can nail enemies with Protection at a higher PL, and possibly all out attack to go with it. Characters should probably take some save feats and have a decent spread of attributes to avoid the dreaded +0 in secondary saves. Some Amazing Saves are also pretty helpful here - even a couple of points can make a difference, especially since you'll probably spend a HP on the important ones. EDIT: Where I wanted an abbreviation for amazing save: damage, I got a smiley [/QUOTE]
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