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<blockquote data-quote="Valiantheart" data-source="post: 1821961" data-attributes="member: 10165"><p>Well I can already see I have to equip a +10 Anti-Condescending device to bother to respond to this message.</p><p></p><p></p><p></p><p></p><p>You mean like Superman, Thor, the Silver Surfer, Thanos, Darkseid, Orion, the Martian Manhunter, Bishop, a Sentinel, or pretty much any character with a higher strength score than dexterity score?</p><p></p><p>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.</p><p></p><p>“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.</p><p></p><p></p><p></p><p>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..</p><p></p><p></p><p></p><p>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.</p><p></p><p>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?</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p>I said the base cost leads to conflicting power builds, cost and designs.</p><p></p><p>Example:</p><p></p><p>Super Strength [Extra: Super Constitution, Super Dexterity; Cost: 10pp/rank, 100pp] +10</p><p>Total: 100</p><p></p><p>Counter Example:</p><p></p><p>Super Strength +10 [Cost: 4pp/rank, 40pp]</p><p></p><p>Super Constitution +10 [Cost: 4pp/rank, 40pp]</p><p></p><p>Super Dexterity +10 [Cost: 4pp/rank, 40pp]</p><p></p><p>Total: 120pp</p><p></p><p>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.</p><p></p><p>“So” I’m sure your about to add. “The second version protects from drain…etc, etc, etc”</p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Valiantheart, post: 1821961, member: 10165"] Well I can already see I have to equip a +10 Anti-Condescending device to bother to respond to this message. You mean like Superman, Thor, the Silver Surfer, Thanos, Darkseid, Orion, the Martian Manhunter, Bishop, a Sentinel, or pretty much any character with a higher strength score than dexterity score? 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. “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. 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.. 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. 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 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. 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. 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. 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. I said the base cost leads to conflicting power builds, cost and designs. Example: Super Strength [Extra: Super Constitution, Super Dexterity; Cost: 10pp/rank, 100pp] +10 Total: 100 Counter Example: Super Strength +10 [Cost: 4pp/rank, 40pp] Super Constitution +10 [Cost: 4pp/rank, 40pp] Super Dexterity +10 [Cost: 4pp/rank, 40pp] Total: 120pp 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. “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). 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. [/QUOTE]
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