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Silver Age Sentinels (Tri-Stat) -- and Streamlining Hero
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<blockquote data-quote="Valanti" data-source="post: 328647" data-attributes="member: 6171"><p>My group actually PLAYED the game the other day (we usually play the old DC Heroes game, but our GM liked SAS and wanted to try it), so here are my thoughts:</p><p></p><p>Damage is wacky. Most normal weapons do very little damage, armor is cheap, so everybody uses Special Attacks or Massive Damage. Only that usually means that you take enough to fall over in just a few hits (or, in my case, ANY time I was hit).</p><p></p><p>We learned that the Defensive Value has to be capped around 15, since if it's higher characters rarely get hit unless (a) they're swarmed with more attackers than they have defenses or (b) the attacker rolls a critical which cannot be dodged. It also does extra damage, so you're likely to go down because of it.</p><p></p><p>Non-combat powers are fun and reasonable. We had a guy with the Teleport power, I had Telepathy, and someone else had an energy absorption power that made him tougher.</p><p></p><p>Combat powers are obnoxious. One guy had Autofire and Spread and was mowing down EVERYONE with abandon. But combat is very fast because of all these things (unless you have a lot of high Defensive guys).</p><p></p><p>No one minded having three stats (especially since there are options for making Body better for Dex than Str for instance).</p><p></p><p>All in all I preferred the old DC Heroes both for it's feel, the relativity of it's values (i.e. stat / power values are not absolute, but relative to what or whoever you're affecting), and Hero Points (for generating a measure of control over how much damage you take and how effective your powers are).</p></blockquote><p></p>
[QUOTE="Valanti, post: 328647, member: 6171"] My group actually PLAYED the game the other day (we usually play the old DC Heroes game, but our GM liked SAS and wanted to try it), so here are my thoughts: Damage is wacky. Most normal weapons do very little damage, armor is cheap, so everybody uses Special Attacks or Massive Damage. Only that usually means that you take enough to fall over in just a few hits (or, in my case, ANY time I was hit). We learned that the Defensive Value has to be capped around 15, since if it's higher characters rarely get hit unless (a) they're swarmed with more attackers than they have defenses or (b) the attacker rolls a critical which cannot be dodged. It also does extra damage, so you're likely to go down because of it. Non-combat powers are fun and reasonable. We had a guy with the Teleport power, I had Telepathy, and someone else had an energy absorption power that made him tougher. Combat powers are obnoxious. One guy had Autofire and Spread and was mowing down EVERYONE with abandon. But combat is very fast because of all these things (unless you have a lot of high Defensive guys). No one minded having three stats (especially since there are options for making Body better for Dex than Str for instance). All in all I preferred the old DC Heroes both for it's feel, the relativity of it's values (i.e. stat / power values are not absolute, but relative to what or whoever you're affecting), and Hero Points (for generating a measure of control over how much damage you take and how effective your powers are). [/QUOTE]
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