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Messages - Abub

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RPGs / Re: Classic Marvel Super Heroes
« on: June 08, 2010, 06:25:10 PM »
lol

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RPGs / Classic Marvel Super Heroes
« on: June 08, 2010, 06:18:09 PM »
We still play this awesome edition.  Anybody else here play the FASERIP version of marvel?

That saga system looks like poop to me.

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General Chaos / Re: Snoopy Flying Ace fucking owns
« on: June 08, 2010, 06:15:18 PM »
i am a crimson skies fan (the video game... never played the mini's game) and I am strongly thinking about getting snoopy.

I have not yet played the trial but its downloaded.

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RPGs / All Head Shots, All The Time
« on: June 08, 2010, 06:12:52 PM »
Have you ever had a player that only takes head shots?  Of course this will always always always be the maxed out munchkin where any penalty the system has to levy against the called shot will be insignificant to deter the attempt.

I had this player in a game a few years back and it always annoyed me.  It didn't really break anything in the game except the other players were not munchkins at all... i guess it just annoyed me because of the lack of variety... and the fact that he was creating a situation where either I had to increase the enemies defenses they were fighting to give them some chance to avoid the continue conveyor belt of insta-kills and that would have left the other players in a bad spot of never being able to hit anything. 

This was in a Rifts game before the RUE changes to drastically nerf ranged combat to strike bonuses.  I think (because he would take head shots in either ranged or melee combat) I started to give enemies a bonus to their parry/dodge in melee when they had some way of seeing the consistency of the character's tactic (like if they were the third of forth target they would get a better reading on the fact that a head shot was incoming).

This tactic also had the effect of generating wealth for the players because undamaged armor... sometimes undamaged power armor can be paired up with new helmets from other enemies that the rest of the party felled. 

So have you ever had this type of player and was it a problem and if it was how did you deal with it?


PS... the NERF i mentioned... was good for the Rifts system.  RUE has a few minor adjustments that improve the palladium system IMHO

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RPGs / Re: rifts muthafuckas!
« on: June 08, 2010, 05:14:29 PM »
I liked the little tweaks they did in the RUE edition

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RPGs / Re: Help me do my RPG!!!! (I'll draw you art)
« on: April 15, 2010, 11:03:35 AM »
I have to say I love your art.

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RPGs / Re: Mired in the Quicksand: Being a Player when Nothing Happens
« on: April 15, 2010, 11:00:31 AM »
Just tell him you would love to see some action.  I am thinking it sounds like he is trying to lay a bunch of groundwork for a epic campaign of some kind... which if he is new might be a lot to chew off at first.  Or not, depending if he is like a writer or something.

Basically just tell him you are interested in seeing him realize his plot, but that you would like to see some action.  I bet he's planning something where you establish a lot of inter relationships between factions, players and NPCs (sort of like in the first season of Heroes) before he ends the season with a big action scene or multi-scene war type thing.

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Basically I would have the player role just to see if the target player should consider the persuasiveness of the character.  But NO that would not equate to control... just like a role playing hint for the target player.

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RPGs / Re: Rifts post-palladium conversion Work in progress
« on: March 18, 2010, 01:54:05 PM »
I am a recovering rifts player.

I used to run a HEAVILY modified version of the first edition rules but recently one of my players (who also loves the setting) was complaining about never really getting a feel for the real Palladium system so I decided to run a really simple game with a wafer thin narrative as a "exposure to the basic system".  Trouble is... since we played last they released the Rifts Ultimate Edition (RUE) which has some very tiny changes to the game which I liked a whole whole lot.

They are pretty subtle... but this is the biggest one.

In RUE, you simply track your attacks left in a combat round and you keep looping through combat with everybody taking an action until all people are out of attacks.  When you dodge you simple burn one of your remaining actions up.  No more (as in the first edition) losing your NEXT ACTION crap which was hard to keep track of in any fight with more than two combatants.  In addition to that.  Once you burn up all your actions you can still dodge but it burns an action from NEXT ROUND.  If you run out of actions for next round as well as the current round I interpret the rule to read you get to keep dodging for free but only "free" after you burn up all of next round.

Also, Ranged combat is nerfed a bit with there being a reduction in strike bonuses (you no longer add all your hand to hand strike or PP bonus to it) which sort of encourages more melee fighting.  Its a house rule... but I allow people to parry a ranged weapon when they are adjacently engaged in melee with the shooter.



In my revisit I decided to still deny buddy's exposure to the old First Edition and bought RUE.  I liked it a lot better.


Now...  I still have one issue with Rifts.  And this is basically a game design philosophy thing about Palladium.  Combat is a GRID not because the actual system mechanics make it that way just because all the setting components are geared to having low damage output compared to the target's ability to take it.  Creatures and Armors have WAY more MDC then typical weapons dish out.  Combat in Palladium is supposed to be like a Kung-Fu Theater affair with many many many exchanges before its decided.

Oh also... they have an optional section for surviving an MDC attack which is basically a hit location roll which gives you a chance to lose body parts and live as long as you get medical attentions in the next few minutes.  Still in is the stupid yet necessary for game-playability rule that any MDC armor you wear protects you 100% from MD attacks but this extra hit location role allows your defeated character to live... and injects more opportunity for characters to have to seek out cybernetics.  Both of these last details is a win - win for the game.


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