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[M&M2E] Freedom League Unlimited (OOC)
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<blockquote data-quote="hero4hire" data-source="post: 4401929" data-attributes="member: 20711"><p>This is a pretty good example of a concept I really dig and is perfect for the game but point crunchiness of the character creation fails for me.</p><p></p><p>He is a good enough Navy SEAL to get actual 'trained' powers but he has less base combat then a typical infantryman listed in the rulebook. Instead he is heavily relying on his armor for "skill". </p><p></p><p>And while I am sure all the math is by-the-book and it takes a lot of skill to build a character so efficiently (which I can appreciate) having so many multiple arrays, some which are dynamic is frankly too much of a headache for me to GM.</p><p>Multiple recalculating points from round to round and what figuring out your shapable targeted area attack can or cant hit altogether is too much for work for me.</p><p></p><p>Also I don't need characters that can "do-it-all" or outshines other players as it makes it less fun for all of us.</p><p></p><p>Basically the build is too complex for my game style and has been point crunched to the point where the concept has lost it's integrity for me.</p><p></p><p>If you would like to resubmit a more streamlined build for the same concept I think that would be great but I understand if you do not want to. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="hero4hire, post: 4401929, member: 20711"] This is a pretty good example of a concept I really dig and is perfect for the game but point crunchiness of the character creation fails for me. He is a good enough Navy SEAL to get actual 'trained' powers but he has less base combat then a typical infantryman listed in the rulebook. Instead he is heavily relying on his armor for "skill". And while I am sure all the math is by-the-book and it takes a lot of skill to build a character so efficiently (which I can appreciate) having so many multiple arrays, some which are dynamic is frankly too much of a headache for me to GM. Multiple recalculating points from round to round and what figuring out your shapable targeted area attack can or cant hit altogether is too much for work for me. Also I don't need characters that can "do-it-all" or outshines other players as it makes it less fun for all of us. Basically the build is too complex for my game style and has been point crunched to the point where the concept has lost it's integrity for me. If you would like to resubmit a more streamlined build for the same concept I think that would be great but I understand if you do not want to. :) [/QUOTE]
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