Valiantheart said:
Well I can already see I have to equip a +10 Anti-Condescending device to bother to respond to this message.
Hey Valiantheart,
I apologize if I came off as condescending. I wasn't trying to be condescending. I
was treating you like somebody new to the system, because the complaints you're making are the complaints that people new to the system make. Some people keep making those complaints after lots of thoughtful discussion, but my initial reaction, based on what you wrote, was, "This guy is new and hasn't really played much." Sorry if that was wrong.
All characters with significantly higher strength scores than dexterity scores are at a disadvantage using their range attacks if they have equivalent melee attacks because their melee ones hit so much more accurately (and thanks to the damage rules harder too). Combine that with the fact that all originals and most bricks have a movement power and can perform a charge for double movement they rarely if ever need to use their range attacks.
Not Condescending -- just to clarify here -- you
do know that Super-ability scores don't add to to-hit bonuses, yes? So Superman, who would have a Strength of 13 or 14 (in shape, but not an Olympic athlete, if he gets whacked by Red Sun Radiation) and a Dexterity of 12 or 13 (not a klutz, but not really a fantastic gymnast) would have a ranged attack bonus that was 1 point lower than his melee attack bonus. And for Spider-man, I could see Peter Parker's natural Dex being higher than his natural Strength, meaning that Spider-man has a higher ranged to-hit than his melee to-hit.
Again, I see this as something that certainly
can be a problem, if you let your players get away with it, but I don't see it as an inherent problem in the system. If you build the way the designers intended you to build (ie, you don't slap Str20/Dex20 on somebody unless they're actually an Olympic-caliber athlete even without any of their powers), you don't run into this problem.
(Actually, looking at the archetypes, I see that they did that in some cases. So but then, I don't have a problem with Minotaur being really good at hitting stuff but not so good at shooting a gun. That doesn't bother me.)
“Because creature xxx is weak against….” I’m sure your itching to add. It doesn’t change the fact that melee attacks hit harder and more accurately in 90% of combat situations.
That's a blanket statement that is just plain not true. Some situations, certainly. Not all. Not even the vast majority. This is analogous to someone complaining that ranged combat is totally weak in all fights in D&D, and then we learn that his DM starts all fights with the bad guys 30' away or closer with the party surrounded. In the world his DM created, yeah, ranged combat is totally weak. But that doesn't mean the system is broken. It means that the DM is breaking it himself by designing encounters in such a limited way that certain skills and abilities are effectively useless.
No? Well since most blasters archetypes don’t tend to have a lot of defense to begin with AND since its an area attack which has a very low chance of missing AND since only a few select environments can prevent a brick from throwing huge hard things AND since as you say, it places a requirement on the GM to limit it then yes it’s a problem..
How is throwing a bus an area attack? Is a really big rock an area attack in your game? No offense, and not trying to be condescending. I've just never read anything about making a thrown improvised weapon an area attack, ever. I wouldn't let anybody using an improvised weapon start slapping extras like "area" onto their attacks. That's unbalanced.
- I personally believe your assumptions that blasters don't have good defenses to be flawed. The designers were pretty clear in their suggestions -- everybody should have an offensive power, a defensive power, and a movement power. I add "and a utility power" to that, something that isn't necessarily combat-related but can be useful or fun. If you're playing a blaster who doesn't have Protection, Armor, Amazing Save - Damage, a high Defense due to Super-Dex or Super-Speed, or something else that makes him hard to hit or hard to damage, then yeah, you're gonna get trounced by the first bus that comes your way. Sucks
etre vous, but that's not the game's fault. That's a dumb build on your player's part.
- I believe that your assumption that something that has to be watched by the GM is also a problem is flawed as well. M&M inherently assumes a GM who is involved. That's not good or bad -- that's what it is. If you don't want that -- and some folks don't, and not because they're bad or anything, it's just 'cause they want something that will play the same no matter whose table they're at -- then this is not the game for you.
So then essentially what you are telling me is I have to place restrictions on the designs of my players in order to more closely model Brick hit rate? Yep any system that requires a GM place additional restrictions in order to model it properly must be perfectly designed.
I understand that you felt I was being condescending, so I'm okay with the sarcasm, but if you really don't see the difference between the GM tailoring encounters to highlight the strengths and weaknesses of his group and a GM having to drastically alter things in order to fix a broken system, then I don't know how much good a conversation is going to do.
If a Super-Strength PC's player wants to be able to throw enormous objects at flying people every round, and never have to worry about not having something to grab, not having something as big as he wants, not having something hard enough to really hit, and so forth, then that PC needs to be built with the Ranged Extra on his Super-Strength. If a character pays for that power, then the GM should, barring unusual circumstances, let him scoop up something and throw it at people every round. The scooping is just flavor-text for his power.
If a character tries to do that every round without paying for it through points, then effectively, he's outshining the blaster, who paid good points for that power. And the GM shouldn't allow it. That's not "drastically altering the system". That's the GM keeping the game balance in its intended place. The Super-Strength guy who wants to throw a car has to spend one round moving over to that car and picking it up, and then can throw it the following round. And then the next car nearby is going to require another move to go get to that car. And so forth.
In the comics, non-flying strong guys throw stuff every now and then as a trick to catch flying folks by surprise. They don't do it for the entirety of a combat. Trying to game the system this way is bad conduct on the player's part, and a good GM wouldn't allow it any more than he would allow the Super-strong character to do extra damage because of the heat friction his fists cause, unless said character also bought energy field.
And for the record, yes it is accurate to give someone like Parker a 10-13 normal strength score before adding Super strength. He’s about 6 feet and 150 pounds, but what is the rational for giving a 7 foot 600 pound mound of muscle like the Hulk a strength of 12 before adding super strength?
Ah, good point. Was thinking Bruce Banner. Dur. Yeah, Bruce does identity change, so Hulk is Strength 20. Good point. I would, however, look at the Hulk's fighting style and suggest that giving him a high BAB would not be terribly in character. He doesn't overcome his opponent's Defense by careful clever strikes that outshine his opponents at the skill level. He just punches really really hard and really really fast -- all Strength.
At PL10, then, Hulk has Super-Strength 10, Strength 20, and a BAB of maybe +5. So his total melee attack bonus is +10, the same attack bonus that somebody who is skilled but not terribly strong (like Psylocke, maybe? Hurting for an example here) would have by dint of a high BAB and an average Strength -- like Str12 and BAB of +9.
Ah nice, nothing like direct condescension. So I shouldn’t have even raised the issue because I didn’t feel like posting a 3 page dissertation that has been dissected and discussed here and on other boards numerous times? Nice argument there.
Well, I was actually just being snarky about the fact that you brought it up by way of saying, "But I don't want to talk about it." That's a pet peeve of mine. Sorry.
For a good discussion about the skill ratio stuff, check out the M&M forum and this particular thread, currently on the General Rules first page:
http://www.mutantsandmasterminds.com/phpBB2/viewtopic.php?t=6605
Lots of good points on both sides.
And fundamentally, it varies by campaign. It's definitely right for some, and wrong for others. They wouldn't have put it in the sidebar as a variant rule if they didn't think it was a good idea for some people. So I'm not really against this one (and I also use it myself in one game).
So then there is no problem, but you felt a need to add a personalized house rule to level the playing field between devices. Gotcha.
I added the personalized house rule so that I didn't have to remind myself to whack people. I'm also not above stealing people's devices and such, but that house rule is a good way for me to be lazy and still get it done.
I agree with you that it would be good to have something in play that
did make it straightforward, because a rookie GM
will get thrown off by the player who tries to make Wolverine's claws Devices or who makes his bodysuit a device that, by its flavor text, can never get turned off or overloaded. So you're right. It'd be good to have something. In the FAQ, Steve Kenson says a lot of what I said in terms of those bodysuits getting overloaded or having systems fail after a big hit and stuff, but for lazy GMs (like me, in this case), it's nice to have a variant rule available that means I never have to think about it.
M&M has a set of guidelines that models the general effectiveness of an attack form. A PL 10 attack is the equivalent of a main battle tank. A PR 14 is the equivalent of a blast from the main gun of a battle ship. Cyclops’ optic blast as described in MSH and other sources is the equivalent of a Main Battleship gun or PR 14. However, due to M&M restrictions the only way he can have a PR 14 blast is by being PL 14…unless he’s an NPC of course. So Cyclops must garner 60 extra PP to increase the cost of his energy blast 8 pp.
Don't have the book on me -- is the battle tank, battleship stuff from the Devices and Vehicles section?
If that's what a battleship is listed as being, and that's what Cyke is listed as being, then, well, you're right. If you want somebody to have a PL14 attack, then you either have to toss out PL limits or make him PL14. No argument there.
As a GM, my response to a player who wanted this would be pretty much what I wrote before -- "Look, we're playing PL10. One day, your blast
will be as powerful as a battleship, as you unlock more of your mutant optic-blast power. But for now, you're just learning to use it. So consider some of these cute tricks to get more mileage from your PL 10 blast, look at these Power Stunt options, and make yourself useful with a bunch of skills and feats."
And again, I'd have no problem buying Cyke at PL14. He's capable enough in a lot of ways without the optic blasts that, while Logan has spent almost all his points on powers or combat-related feats, leaving only a few for non-combat skills, Cyke has a lot more skill stuff available to him. Of course, that depends on what comic you're reading and what time period of that comic you're reading and such.
And reading this makes it obvious you didn’t bother to read the rest of the point, or you are oblivious to M&M design issues.
And again, you thought I was being condescending, so the attitude in this response makes complete sense. Again, I apologize for coming off as condescending.
I said the base cost leads to conflicting power builds, cost and designs.
Examples snipped...
Here the issue should be obvious. You need only to peruse your favorite M&M source book to see some characters designed using the first example while others are designed using the second.
Sorry, don't have any books beyond the corebook. Would you mind naming a few examples, and describing the flavor text that goes along with them?
I can think of very few examples in the comic worlds where somebody would have one super-ability that was
not an Extra of another super-ability. Off the top of my head:
1) Folks who have battlesuits as well as inherent super-mental scores -- but the battlesuits have the device flaw, so these even out. (Well, pointwise -- there's the battlesuit-device issue, but we talked about that above. We don't agree yet, but we did talk about it.)
2) Spider-man, since the original Peter Parker could justifiably be said to have Super-Int just based on being a geeky teenager genius, but his Super-Str and Super-Dex come from his mutant powers.
3) Possibly Reed Richards -- don't know much about the Fantastic Four, but if he does have Super physical abilities (like, if he's described as super-strong and super-dextrous in addition to his flexibility), those powers might be from a different source than his Super-Int.
Could be others, no argument, but I don't know 'em.
If people in the books are given Super-Strength and Super-Con as non-connected powers, and they both come from the same source, then I'd call that a bad build. That is to say, I'd say that the Hulk's Super-Con is an Extra of his Super-Strength without question. That all hinges on the flavor-text, of course, but generally speaking, that's what I'd say. So, noncondescendingly, if you wouldn't mind posting some of these characters (uh, not so much that we get sued, but enough for us to see the discrepancies, along with the background, so it's clear where these powers came from), I'd appreciate it.
“So” I’m sure your about to add. “The second version protects from drain…etc, etc, etc”
The issue is it creates a lack of uniformity in power design principles and an unnecessary level of complication to the procedure. Further in creates published material with conflicting design types (read the Annual).
That
is what I was going to say, although I'd add, "Fundamentally, make sure everyone at the table does it the same way. Then it's balanced." Because I as a GM don't use Drain or Neutralize very often, my way of balancing it was to say, "Describe to me how this power is an Extra of the other one," and then, when they do that, I say, "Okay," and I make sure that everybody builds them that way whenever appropriate.
Can't read the Annual, as I don't have it. Again, if you wouldn't mind posting short descriptions of people that you find problematic, I'd appreciate it.
If M&M did away with base cost there would be only 1 primary power design scheme and it would be greatly simplified. GMs would no longer have to look through character descriptions to check if a player is cheating the system or adding extraneous flaws to counter the base cost of a power. The power costs the same regardless if it is an extra or stand alone power.
You have some good points. Getting rid of the current scheme for base-power-plus-extras would simplify things a great deal, and would stop the pain-in-the-butt problem of the character who tries to explain how Slick is an Extra of his Super-Wisdom. Completely agree there.
The problem I have with this solution is that so many of the existing high-point-cost powers are made using this system.
(Please don't think I'm being condescending by adding this -- I just want to ensure that I'm making my point clearly: Super-Speed is Super-Dex flawed to not give bonuses to Dex skills and then with Extra'd Running, Sprinting, and Mundane-Task-Improvement added (4 -1 (no Dex skill bonuses) +1 (Running power) +1 (Sprinting Power) +1 (Mundane Tasks Faster) = 6pp/rank). Growth is Super-Strength with Protection and Immovability added (as well as the actual size change, which costs nothing, since it has advantages and disadvantages, from what I can tell). Cosmic Power is a package of a bunch of powers lumped together, as is Sorcery.)
If you change the system, then you definitely need to change all these powers too, or else they become much more attractive -- and they indirectly discourage creativity. "Sure, I could make a neat psychic with some cool powers that I lump together as a package, but I'll just go with Sorcery instead, since it's cheaper, even if it doesn't have those powers I wanted." "Well, I was going to make my flying energy-blaster guy really new and original by adding Absorption , so that when he got hit by enough energy he got stronger and would then land and pound people, and I wanted to add an Alternate Form that let him turn into the energy he fired if he used a Hero Point... but that got pretty expensive, like, 2+2+3+4(Flawed Alternate Form)... so I'll just use Cosmic Power instead. It's not really what my character concept was, but it's kinda close, and it's cheaper."
From a pure ego perspective, I don't see why M&M's power packages are any better than mine (heck, I just made up the flying energy-blaster who absorbs energy to get stronger and turns into energy in times of crisis, and he sounds pretty sweet). In fact, since they put in stuff about how to make a power, it seems like the designers explicitly wanted me to make new powers to get the character concept I wanted -- although they also wanted my GM to make sure that I didn't do anything abusive.
If your game would make the basic options more attractive than building my own powers, I'd probably end up playing characters built purely along the basic lines. That'd be fine, but it would cut out a lot of worthwhile options -- options that are perfectly valid and non-game-breaking, but were not included because a) They were running out of space and b) They fully intended for people to make custom-built powers, so they didn't feel it necessary to list every non-abusive power build. And if you as a GM would allow some of those builds (like saying, "Okay, substituting out a power or two in Cosmic Power is okay," then what you're really doing is saying that it needs to be watched over by a GM so that it doesn't get abused. And here, I agree with you.
Again, I'm sorry I came off as condescending, and I understand you being angry about that, if you really have played several games and possess an in-depth knowledge of the rules. Perhaps I read your post too late at night, because I really didn't get anything in your post that separated you from a new reader who hadn't grasped the actual balance behind the game. Sorry about that.
While we can continue to go back and forth here, I'd suggest that the Atomic Think-Tank on the M&M boards is liable to give you better arguments, both in agreement and disagreement. You'll get some voices here, but nowhere near as many as on their forums.