I updated some stuff on the wiki, and may do more.
I like some of the rules presented here: http://mysite.verizon.net/stevekenson/m ... index.html
The watcher's guide and skill's guide are especially interesting. I'm interested in what other people think.
Oh, and the Innacurate Hindrance in read richard's guide... read it somebody? It contradicts the readings of to hit roles that i've read in the main book. It basically talks about card play functioning as a damage adder (implying that normally you would add dmg equal to the amount you hit by to the intensity of the attack), which counters the rules as I've read them.
New Marvel Content
Threading the Gerbil since 1982
- Liquidprism
- Lost Soul
- Posts: 1509
- Joined: Tue Jun 17, 2008 11:40 pm
- Location: Behind You...
So with Innacurate your play is equal to your Agility, or Power intensity plus any equipment mods, but thats it. If you suceed at an attack, you can then make a play against any resistances the target has to determine damage.
This is different from the normal rules, but I think its supposed to be. It actually would suck to take this, cause you would never hit anything that had a hand, or a good narrator play. If you did connect however, you would do decent damage (much better than a normal attack IMO). I dont read it with any special implications. It just works differently, and that is that.
However, isnt this all moot since the revised combat rules we use sort of supercede all this. Now you get a play to soak damage. So now not being able to make a play to hit at range is actually even more hindering.
This is different from the normal rules, but I think its supposed to be. It actually would suck to take this, cause you would never hit anything that had a hand, or a good narrator play. If you did connect however, you would do decent damage (much better than a normal attack IMO). I dont read it with any special implications. It just works differently, and that is that.
However, isnt this all moot since the revised combat rules we use sort of supercede all this. Now you get a play to soak damage. So now not being able to make a play to hit at range is actually even more hindering.
All things in moderation...Except syrup.
<a href="http://www.wizards.com/magic/playmagic/ ... areyou.asp" target="_blank"><img src="http://www.wizards.com/magic/images/wha ... isblue.jpg" border="0">
<b>Take the Magic: The Gathering 'What Color Are You?' Quiz.</b></a>
<a href="http://www.wizards.com/magic/playmagic/ ... areyou.asp" target="_blank"><img src="http://www.wizards.com/magic/images/wha ... isblue.jpg" border="0">
<b>Take the Magic: The Gathering 'What Color Are You?' Quiz.</b></a>
- Liquidprism
- Lost Soul
- Posts: 1509
- Joined: Tue Jun 17, 2008 11:40 pm
- Location: Behind You...
The link is interesting, and seems to cover a large number of the problems I have found with the system.
The skills section is particularly interesting because it seems to imply that characters are limited to 4 skills per ability, without special upgrades. This is something I have pointed out before, but seemed to be in the minority on.
Overall I like the site. The powers are decently organized but dont address some of the issues with the use of the 'rules language' that the original book had. In fact some are even more confusing to read.
It is my opinion that the language of this system needs to be codified, and then applied across the board. This is not a small task, but it really seems to be something that is needed. Basically Im talking about rewriting the powers as written, to clean them up a bit.
The skills section is particularly interesting because it seems to imply that characters are limited to 4 skills per ability, without special upgrades. This is something I have pointed out before, but seemed to be in the minority on.
Overall I like the site. The powers are decently organized but dont address some of the issues with the use of the 'rules language' that the original book had. In fact some are even more confusing to read.
It is my opinion that the language of this system needs to be codified, and then applied across the board. This is not a small task, but it really seems to be something that is needed. Basically Im talking about rewriting the powers as written, to clean them up a bit.
All things in moderation...Except syrup.
<a href="http://www.wizards.com/magic/playmagic/ ... areyou.asp" target="_blank"><img src="http://www.wizards.com/magic/images/wha ... isblue.jpg" border="0">
<b>Take the Magic: The Gathering 'What Color Are You?' Quiz.</b></a>
<a href="http://www.wizards.com/magic/playmagic/ ... areyou.asp" target="_blank"><img src="http://www.wizards.com/magic/images/wha ... isblue.jpg" border="0">
<b>Take the Magic: The Gathering 'What Color Are You?' Quiz.</b></a>
I just read Resistance in the Powers guide, it is under defensive powers I think, but it folds a lot of the resistance stunts into each other giving it far fewer stunts altogether. Are people ok with using this change? Also under Darkforce control they list dimensional travel (Darkforce only) as a stunt which I don't remember being in the main book but would show what Tiffany did against the Nimrods...thoughts?
well, I think that they had an intent similar to mine, which was to create categories to limit the power. I like that part. I don't like that getting a whole category is just one stunt, so i'd kind of want it to be a "purchase only" stunt if someone did their power like that. I'm also fine with people using it the other way, and limiting the power to a set of potential resistances. Whatever works.
For the rules write up we do, I'll probably go with the rules they have listed, they make the power overall better and more sensible.
For the rules write up we do, I'll probably go with the rules they have listed, they make the power overall better and more sensible.
Threading the Gerbil since 1982