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Super Senses doesn't earn experience. Are you saying it should? What about Impervious then? ES/D and CR? Leap/Climb? Where would it end?
If every power earnt Experience it just gets ridiculous. I like they way we have it now, where every power that requires an attack roll to do, every power that deals damage or helps an ally deal damage earns experience.
Defend is the only exception to that baseline. And if Defend gets it, what about the Defenders and JSA TAs? Should they get it as well?
I think it opens a barrel of worms.
I would say yes Defenders and JSA get the benifits of Defend IAP's If they get to Use the Power of Defend and it creates a problem of missing, Sometimes this is greater then basic damage XP.
As far as FF's rookie Sue I dissagree about flagging the Defend Xp because that dial has a 2 damage and 8 attack yes, but she gets hit and poof up in smoke damage 1. Also take into consideration, That FF set Sue has Barrier your endorsing trying to attack somone rather then disrupting and funneling into the more offencive peices such as Ben Grimm or H Torch. Fantastic Four are very good as a Team but when you start trying to make offensive moves with characters that are not going to be at their best for the team, that team gets worse. So every time i think about Barrier in this format im hurting myself XP wise. No i am not saying give me points for Barrier but consider that Fantastic Forces Sue is crap dial. And Barrier half the time never works anyway so im better off with Defend. Barrier unless indoors is almost worthless as flight, phase/teleport, Leap n Climb and Unstopable are great counters to Barrier so more reason to go with CT Sue.
Which is why I say keep Defend the way it is, and even better I like Gargants thing about bonus points by the Editor's So if Sue throws up a Barrier that was very instramental to the game and writen as so in story. Then that endorsed great team tactics and play, it also endorsed the want to play all the diffrent characters and full range of powers instead of running purly for damage and Ast teams. Also some characters shine better in Mission Enviroments, Such as Ariel sneaking her way into Security Monitor Room and giving Cyclops the heads up on were and who to shoot. Or trying to Protect Willy Lumkin and Sue throws up her Barrier just in time to block poor ole Willy from the Baddy's, The editors could determine that was vital to the game and award bonus points.
In the Role Play envirment it creates and endorses the want to play characters that are normally poo's.
You use barrier to try to block characters from moving? I use barrier to block line of fire so that my big gun hits first.
There's a large extent that you benefit more from winning games than by getting an extra hit in with a certain character. Yes, I try to let Garth get a couple hits in each game because he's going to take forever to level up (not because he's bad, just because Aqualad is so much cheaper than Tempest) but if I have to use him for tie up to catch the bad guys, I don't feel like I'm "hurting myself." Experience is great but it's not the end all be objective, here.
I personly have more uses for Barrier but for me to lest my whole arsanel of tactics and combos would take me tones of pages, Again if you use Barrier as your main strategy to block movement you are going to find in outdoor terraign that really doesnt work as so many characters flies, phase or are unstoppable.
However Fantastic Four are to the Core just that 4 memebers and the benchers will be there to let them heal before they come back into action, teams such as X-men or Teen Titans and on and on and on usually have alot of characters to choose from ranging in lower point costs and higher point cost. this Also gives them more of a range to pick and choose their teams operations but this is entirly not my point.
As far is your strategy it sounds simular to mine, alot of my examples are overexagerations and not how i would play, as yes if it will help the team i will use barrier rather than going for XP, If you think other wise then you Will underestimate me and Reed Richards to lol. But the points was this.
I like Gargants idea of bonus Editor points and I think Defned should stay the same, and ANYBody who uses Defend gets Xp if they pull it off rather that be via team abilitys such as the Defenders team ability or powers.
P.S. I cant wait to get cracken on my FF4 team the worlds greatest super heroes lol
I would say yes Defenders and JSA get the benifits of Defend IAP's If they get to Use the Power of Defend and it creates a problem of missing, Sometimes this is greater then basic damage XP.
And I disagree (despite the fact it would help my team out). Firstly it's not really the same power as Defend.
Does the Sinister Syndicate TA grant ASTs? I don't think it does, but I'm sure Gargan knows how it has been ruled before.
Should we start giving TXP for the use of healing TAs like X-men, Fantastic Four, etc because they are kind of like Support? What about Regen?
Quote
As far as FF's rookie Sue I dissagree about flagging the Defend Xp because that dial has a 2 damage and 8 attack yes, but she gets hit and poof up in smoke damage 1. Also take into consideration, That FF set Sue has Barrier your endorsing trying to attack somone rather then disrupting and funneling into the more offencive peices such as Ben Grimm or H Torch. Fantastic Four are very good as a Team but when you start trying to make offensive moves with characters that are not going to be at their best for the team, that team gets worse. So every time i think about Barrier in this format im hurting myself XP wise. No i am not saying give me points for Barrier but consider that Fantastic Forces Sue is crap dial. And Barrier half the time never works anyway so im better off with Defend. Barrier unless indoors is almost worthless as flight, phase/teleport, Leap n Climb and Unstopable are great counters to Barrier so more reason to go with CT Sue.
Oh dear, poor Rookie FF Sue only has an 8 attack and 2 damage on her first click and only 2 clicks of 2 damage. Consider that Gargan had to upgrade Vulture who has this dial:
ic046 R Vulture
Team: No Affiliation
Range: 0
Points: 15
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You're really not so bad off.
I'm all for Gargan's idea about scenario based XP, but in practice that it tricky to implement. Still it is something we have tried to do in the past and can continue to do.
Christ did not come to condemn the world, but to save it.
And I disagree (despite the fact it would help my team out). Firstly it's not really the same power as Defend.
Does the Sinister Syndicate TA grant ASTs? I don't think it does, but I'm sure Gargan knows how it has been ruled before.
Should we start giving TXP for the use of healing TAs like X-men, Fantastic Four, etc because they are kind of like Support? What about Regen?
Oh dear, poor Rookie FF Sue only has an 8 attack and 2 damage on her first click and only 2 clicks of 2 damage. Consider that Gargan had to upgrade Vulture who has this dial:
ic046 R Vulture
Team: No Affiliation
Range: 0
Points: 15
Keywords:
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You're really not so bad off.
I'm all for Gargan's idea about scenario based XP, but in practice that it tricky to implement. Still it is something we have tried to do in the past and can continue to do.
hehehe yep that was a great taxi in his day wasnt he hehehehe.
Like i said bonus points from the Editor staff can help
Okay heres the best idea besides Gargans bonus editor story points is are ya ready.
"If it aint broke dont fix it!"
To be honost Gargan has a huge job upgrading his boys.
"If it aint broke dont fix it!"
This is were the editor's have knocked my socks off reading the issues that i have they do a very great job with match up's as to not give to many bad match up's vs bad dials and such. Also i never mean any disrespect to any player or person in here as i have learned all the players here are awesome both at the game and the rules. and all the players could beat anybody anytime. And i have had nothing but fun in all my games. Even learned some tricks or two hehehehe.
With synister Team ability this would be covered in Gargans editor choice awards as well as regen or X-men team ability if somone rolled outstanding regen that swung the tied in his favor or aka key element in the game and good story telling behind that then you editors can decide yep thats key in the game he gets a bonus. If Doc Oc moves over the Vulture and hands him his attack stat at the right time and place of the game that ended up being the Key and was written well in the story then you editors could rule yep that was key have a point.
"If it aint broke dont fix it!"
I am tired of hearing how characters are broken though lol Nightcrawler or Charles has everyone forgoten about SkrullVille,? I personly think no character is broken in tourny play.
Yep I think thats a great idea, Doh guess im doomed in Editor choice award's HAHAHAHA! Or what ever it would be called.
"Power to the Presses!"
Just wanted to say that almost all the issues i have read have been GREAT! Cant wait to find out what happends next. And so far the Editors have been brilliant as have the Writers, Thanks everyone.
Super Senses doesn't earn experience. Are you saying it should? What about Impervious then? ES/D and CR? Leap/Climb? Where would it end?
Why not only things that involve a die roll? Which is almost the way it is now, except it's only die rolls that involve offensive action against enemies. That could be seen as too narrow a focus on pugilism.
But to respond individually to the above, I would say if SS earns experience, then definitely yes to IMP. You could certainly justify ES/D and CR based on the precedent of Defend. Of course, you'd only get 1 AP if the attack was missed, but would've been a hit without the boost (so only in that 2 point window), so it probably wouldn't come up all that much.
Leap/Climb, definitely not, because it doesn't involve a skill check. Characters could just hop around the whole game and build up XP without any chance of failure. These other suggestions aren't so easily abused.
But I understand that as the editor, you're worried about having to keep track of all this. Well, first off, I would say that I think the system would grow to be intuitive pretty quickly, since it has an internal logic to it. It's essentially just 1AP for any successful skill check.
But if not, let me advance this way to prevent extra headaches on the part of the editors: we could simply say that "Keeping track of IAP earned as a result of skill checks other than damage dealt is the sole responsibility of the player. If the issue ends and the player calculates his total AP/XP without including these points, he forfeits all rights to those points for that game; no exceptions." Would that make you feel any better about it?
Quote : Originally Posted by cocopuffs32
As far as FF's rookie Sue I dissagree about flagging the Defend Xp because that dial has a 2 damage and 8 attack yes, but she gets hit and poof up in smoke damage 1. Also take into consideration, That FF set Sue has Barrier your endorsing trying to attack somone rather then disrupting and funneling into the more offencive peices such as Ben Grimm or H Torch. Fantastic Four are very good as a Team but when you start trying to make offensive moves with characters that are not going to be at their best for the team, that team gets worse.
This is a very good point! The first focus of the RPSC is meant to be role-playing, but since the only way I can level up Kitty is by having her attack people, I'm faced with the decision of whether I should violate the realistic portrayal of the character (at least in her early days) by having her attack a genetic monster, or play it realistically and just accept that she'll have to wait until the training game (where she's currently also over-matched) and the end-of-arc rolls. If she got AP for what she does best (phasing out, thus avoiding attacks), I wouldn't have to worry about choosing between satisfying role-play and moving forward in the game. I think anything that encourages good role-play can only be a good thing.
Quote : Originally Posted by WakandaMan
Should we start giving TXP for the use of healing TAs like X-men, Fantastic Four, etc because they are kind of like Support? What about Regen?
Team Abilities might present a little more of a gray area, but the upside is you only have to answer the question once for each team.
For Regen, I would say no, because it's not really a hit/miss type of roll. It's just a question of how much healing they get. Look again to precedent; Support gets 1AP for successfully hitting the attack roll to heal, not for how much healing they do. Regen has no attack roll, so it shouldn't get AP either.
Quote : Originally Posted by WakandaMan
Oh dear, poor Rookie FF Sue only has an 8 attack and 2 damage on her first click and only 2 clicks of 2 damage. Consider that Gargan had to upgrade Vulture who has this dial:
ic046 R Vulture
Team: No Affiliation
Range: 0
Points: 15
Keywords:
8
7
15
1
7
6
14
1
6
5
13
1
5
4
12
1
4
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11
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You're really not so bad off.
Hey, we can't help it if Gargan's insane! But the question (at least for me now) isn't about whether these characters need extra ways to earn AP so it will be easier for us to level them up, it's whether extra ways for these characters to earn AP makes sense to the overall design and spirit of the RPSC. I think it does.
Quote : Originally Posted by WakandaMan
See my feeling is that an outstanding Regen roll that shifts the momentum of the game is reward enough in itself.
I would agree with that.
Quote : Originally Posted by WakandaMan
Giving out XP for good story posting is something I wouldn't mind implementing though.
That would be interesting. It would certainly challenge me to start trying to story-post again. I don't think I'd get many of the bonuses, but it would certainly be worth a try. Like I've been saying, anything that leads to better, richer role-play can only be a good thing.
I'm opposed to changing the rules (Super Senses, etc) as cocopuffs has proposed. First, the editors have already set up issues, in which certain characters have gotten an IAP bonus for not getting KOd. Second, making the Super Senses roll is enough reward in itself (example: Ariel in the recent X-Men issue against the Press Gang -- she shoulda been knocked out twice, and then been likely unavailable for the subsequent issue, where she again played an important roll). Third, it adds excessive complexity, as the hero team's player/writer suddenly has to keep track of IAPs generated during the villain's turn. Fourth, the slow progression of 'weaker' characters is aided by the end-of-arc IAP bonus rolls (as well as by training matches).
I'm opposed to changing the rules (Super Senses, etc) as cocopuffs has proposed. First, the editors have already set up issues, in which certain characters have gotten an IAP bonus for not getting KOd.
None of these rules would be retroactively applied, so it wouldn't affect any of those issues. We could just start it at the beginning of the next arc, or any future arc.
Quote : Originally Posted by mikeinmke
Second, making the Super Senses roll is enough reward in itself (example: Ariel in the recent X-Men issue against the Press Gang -- she shoulda been knocked out twice, and then been likely unavailable for the subsequent issue, where she again played an important roll).
But you could say just the same thing about damage. Knocking an opponent down to a weaker point on his dial is certainly reward in itself, but we still get points for that. Getting a critical hit is reward in itself, but the extra damage done there scores one extra AP. Heck, KOing a character certainly seems like reward enough in itself, but we get two AP for that.
I think that getting experience rewards for things that are already beneficial to the player is exactly how it works in most or all role-playing games. Why should this be any different?
Quote : Originally Posted by mikeinmke
Third, it adds excessive complexity, as the hero team's player/writer suddenly has to keep track of IAPs generated during the villain's turn.
Any player can simply ignore those additional experience opportunities if they find them too complex.
Quote : Originally Posted by mikeinmke
Fourth, the slow progression of 'weaker' characters is aided by the end-of-arc IAP bonus rolls (as well as by training matches).
But there's only 1d6 rolled per 3 issues. How many issues did you get through last year? (I think you mentioned it was only three or four.) At that rate, it would take years for a character to level up just from those, meaning they'll still have the temptation to step out of the role-play to help their character get some XP. Again, I don't think the primary consideration should be whether weak characters "need" this, but simply whether it makes sense to the game system.
I'm opposed to changing the rules (Super Senses, etc) as cocopuffs has proposed. First, the editors have already set up issues, in which certain characters have gotten an IAP bonus for not getting KOd. Second, making the Super Senses roll is enough reward in itself (example: Ariel in the recent X-Men issue against the Press Gang -- she shoulda been knocked out twice, and then been likely unavailable for the subsequent issue, where she again played an important roll). Third, it adds excessive complexity, as the hero team's player/writer suddenly has to keep track of IAPs generated during the villain's turn. Fourth, the slow progression of 'weaker' characters is aided by the end-of-arc IAP bonus rolls (as well as by training matches).
I never said change rules i just purposed 2 additions and gargans addition as well hehehe. I never came up with super senses lol.
Survival expert rule worth 3 IAP's per arc plus end of dice role bonus arc points hmmm dont see how hard or confusing that is? did you score points hmm Nope, are you out of your starting zone hmmmmm yes. did you get attacked at least once hmmm hold on let me scroll threw the pages ummm yep made 6 super sense roles but failed to inflict damage to the opponant. but oh well ill wait for my arc to end before i get my 1d6 points and I role a 1 doh! yep i learned heaps hehehe (Way over exagarated)((spelled wrong cant get spell checker to work oh well no bonus points for me lol)
If you dont get anything for crit miss then you should not get extra for crit hit so
I now Purpose you do not gain 1 extra Iap for the extra damage that crit hit gives you since that alone is reward enough and additional reward is knockback so im making the rules easyer cause i purpose we remove that one
honostly I am trying to keep this light hearted i never ment to make things heated as we in my mind have made very vallid points.
The argument i heard opposing of the Crit miss idea is what im saying about Crit hit. Heck you could change the miss word in most peoples statements into hits and you get the same result just backwards. Lets call it Bizaro effect hehehe.
So that's a no on the JSA isn't the same? And another on going back? Because here's the numbers:
JSA No# 1 Hawkman by himself/ GL Jesse fighting together Jesse dooesn't have the TA
JSA No# 2 Wildcat and Sandman/ Hawkman and Jesse. Sandy saved Wlidcat a total of 4 times, so that would have been 4 IAP.
JSA No# 3 Hawkman Sandman and Jesse together Sandman saved Hawkman a total of 0 times.
JSA training game Hawkman, Sandman, Green Lantern, Wildcat and Jesse together in their musuem. Sandman and GL saved Hawman a total of 0 times. Noitice at no time did I mention Jesse making a SS roll. It's because she hasn't. So if the SS=IAP was used, I would be getting nothing from it. If the JSA TA is close enough to Defend, Sand would get 4 more IAP, and my opponent would do what they do now: target Sand or GL when then can (which is no biggie).
All I'm saying is, I'm fine either way. GL would gain the most, as I need a lot to get him to the R 75th Anniversary version. Sandman would use his to get Feats, no big thing, one way or another.
As for xp for storyposting, as someone who has influenced many different storylines in a short time being here by storyposting villians, I would be for it. Unless you just meant only those who write our storylines would be eligible?
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
JSA training game Hawkman, Sandman, Green Lantern, Wildcat and Jesse together in their musuem. Sandman and GL saved Hawman a total of 0 times. Noitice at no time did I mention Jesse making a SS roll. It's because she hasn't. So if the SS=IAP was used, I would be getting nothing from it. If the JSA TA is close enough to Defend, Sand would get 4 more IAP, and my opponent would do what they do now: target Sand or GL when then can (which is no biggie).
Yeah, that's another good point, that it really wouldn't have a very big effect. Heck, the way my luck goes, if you did institute this rule, I'd almost bet Kitty would suddenly stop hitting her SS rolls, just to prove that my life has a sick sense of humor. :knockedou