GenThunderfist wrote: Pepsi Jedi wrote:GenThunderfist wrote:Nightmask wrote:GenThunderfist wrote:Nah, I get your point but I have to concede to Johnnycat on this one. I mean, the Cold Blooded is basically a Vamp, but without any of the penalties. That reminds me of a post about playing a juicer without the threat of death, I mean where's the fun in power if you don't have to pay any real cost for it.
I get the point of the Paratrooper, but he has way to many skills for what his character is. It's not even related skills and secondary skills, he just starts with too many skills in that OCC. It can really unbalance a game.
I respect your choice to allow it, and love it for that matter, but that thing, like most of the Merc. Adventures source book, is just too much. In fact, I would only allow it if the player were to be gaming with a dragon and a glitterboy
Very little power has any actual price to it, given your reasoning ALL characters should have a death sentence or otherwise horrible limitation because otherwise 'there's no fun in being an <insert OCC/race here> because it's got power but no real price'. There's nothing fun about having terrible prices attached so that you can't enjoy any of the power/features of a character.
Never said specifically that their wasn't, or if I did I didn't mean it that way. I meant it as in, "not fun for me, as a GM or Player", so I just refuse to allow it. All of the players in my group don't seem to have a problem with this "Price of Power" concept so it's fun for all of us. If you want the power without a price, go a head, I just choose to play differently and the Merc. Adventures doesn't allow for that idea, so it becomes disqualified for use.
I address this misconception in my post above. The cold blooded indeed do have price, more than one and they're pretty steep.
I understand the nature of a Cold-Blooded and I agree, the price is actually pretty bad. However, for their vampire power levels (being able to go toe to toe with a vampire easily counts and near vampiric)
Again you're sort of misrepresenting them. They are strong but not as strong as vampires. Yes they're minor MDC beings but no more so than a dozen other MDC Dbees or supernatural creatures. They actually have MORE weaknesses as they can be hurt by bone weapons and (( Wood?Maybe.. I remember the bone though))
It's -not- like they're invulnerable to all weapons EXCEPT wood or holy water like a vamp. If you shoot a Cold Blooded with a laser pistol he takes damage. He can't be "Turned" into a vampire, but neither can dragons or other supernaturals.
GenThunderfist wrote: and vampire-like being, they don't end up nearly as poorly off as vampires do.
Other than daylight and water not bothering them, how are the vampires so poorly off. You can shoot one in the face with the strongest laser rifle on the planet and they'll laugh at you. They have supernatural strength, the mist thing, nigh on instant regeneration, ect ect ect.
GenThunderfist wrote: I agree, the insanities suck, but but having to die to be born again? That's like paying $100 and getting $75 back. You only lost $25, so not that bad in the end. Yeah, I can see the social stigma that comes with RPing them, however, for me, they are far to powerful.
Well we clearly play differently. I happen to think having to die, and being resurrected via some shady magic (( it's hinted that it's some kind of old necro magic, but not 'bad' necro magic as they're instinctively the enemies of necromancers and undead)) that's only performed in illegal type secret underground back alley magic shops, to the tune of 3million and up to I think 5.5 million just to have it done.. and having to DIE... be pumped fully nasty magic blue goo, buried, go insane.. and come back is a HELL of a big price. yes you're now a supernatural creature (( that's the point)) but you lose a lot. Your "Well you're paying 100 and getting 75 back, seems to imply you just hand wave it to get to where you're going (( the end result)) when I play, I play for motivations and stuff. The people that do this, are clearly not doig so for giggles. Something BAD has happened to them, or around them. Their family was ripped from their arms and eaten in front of them by vampires or something. If you do this (( and it -has- to be a willing procedure or it automatically fails. You can't be caught and converted)) Then you're doing so for a REALLY REALLY Strong motivation. It'd be 100% easier to get a borg conversion or something if all you wanted was power, and you didn't have to go insane or lose your humanity to do it. It's written to be a rather tragic sort of thing. "A monster I am, least a monster I become" Type. One that has given up soooo much to fight the evil, that your motivations to take that step had to be huge.
The end result is a minor MDC supernatural class. And it's not weak, not by far, but it's nothing to a dragon, or a demon, ect ect ect. You do state you don't just let people play dragons so it's cool if you restrict it. (( Your game after all)) I just think 1) You're thinking they're alot more powerful than they really are, and 2) Are -not- really looking at the penalties and costs that come with being one of these things. lol
GenThunderfist wrote:
And, just to note here quickly, it's not like I let people play dragons and Cosmo-knights every other character either, so I'm not just picking at one OCC here, just the ones that are OP but just barley.
And yes, I think that a Men at Arms Rouge Scholar is OP.
Ok now we're talking about the Paratrooper
GenThunderfist wrote:
At first level he gets Commando, which is blocked from just about every other character class with out taking away an OCC Related,
He's a Delta/SEAL/SAS. Of course he can get commando. That's what the HTH was built for. This type of character.
GenThunderfist wrote: then the 12 starting skills, which I admit are not what I remember them being. But then he gets 5 WP to begin with. Then 10 related skills, and 3 more secondary skills. All of those skills can be combat related, like taking boxing, kickboxing, acrobatics, gymnastics, wrestling, any military skill, etc.
Again, this isn't some huge giagantic sort of list. I had the lone star book open beside me after replying to Dog boys being able to be cyberknights and I glanced at the page. A navy "Sea dog" has just as many 17 class skills+3 WPs + HTH Expert. +5 other +4 secondary. And that was very much literally, just where I had the book open. If a normal CS navy dog has just as many skills. Where's the outrage about a Paratrooper having them?
GenThunderfist wrote:
You talk about training, yet this character's shear amount of skills doesn't suggest being trained to "do what they do" because apparently they do everything.
1) I've shown they don't have some huge amount of skills over other classes and
2) They're ---highly trained ELITE special forces----- yes, they ARE Trained quite well. Your words seem to take the "Seals, Airborne, specialforces, marines all rolled into one" Quote from the class and toss it out like these guys are just grunts that have parachutes. That's not what they are.
GenThunderfist wrote:
Plus did you look at the freaking bonuses on top of that!? That's ridiculous. NO MILITARY OCC CAN COMPARE TO THIS MERCENARY! Even the CS Spec Ops or the Spec Forces out of the Mercenary book isn't this good. He get's an extra attack with a gun just because!
Yes. They hare highly trained. I'll totally stipulate that. They do have some nice bonouses. But it's not like they're other worldly. I think alot of that, is that the CS Special ops were written in... I think 96? There IS power creep in Rifts. Anyone that tells you different is trying to sell you something. This class is better than the CS and the Special forces in the merc book. Because it's purposefully written to be so. Just like, Airborne are better than normal army grunts, and Rangers are better than airborne, and Special Forces Are better than rangers, and SEALS are better than special forces, ect ect ect (( yes I know they often have to hit every rung along the way to get to the top levvels I'm just putting them up beside one another in an example.)) These guys (( the Paratrooper OOC )) Are at the top, or near the top of the pile for Military OOCs. They ARE the Deltas and the Seals. That they're better than just the Special forces or Rangers isn't surprising.
Opening up the CS book. CS Commandos get 14 class skills 4 WPs, HTH Commando, 4 other and 2 secondary. So the Paratrooper has like 5 more skills than the commando? Some more, but not "OMG!!! THE OVERPOWERZ!" Type more. (( I think it's funny the commando gets less skills than a sea dog. lol)) The EOD Gets 25 plus a page or two of special skills. A ranger gets 15 class skills 1 wp, HTH, 7 other, 6 seconday, that's 29 skills. That's one less than the Paratrooper. RPA trops get 18 class skills, 1 wp, hth, +6 other, +5 secondary, so they tie the Paratrooper at 30 skills. CS Special forces get 17 base skills 4 wps,HTHCommando, 4 other, 4 secondary. So that's 29 skills. Only one less than the paratrooper.
So you're "OMG THE PARATROOPER GETS SOOO MANY MORE SKILLS THAN EVEN THE CS SPECIAL FORCES" and what not.. isn't really all that dramatic. They have one skill more than CS Special forces. Yes they do have OOC bonuses. But they're not all that much. The Paratrooper was written AFTER the 1996 Cs war campaign book when more OOC's started getting bonuses. Their marksmanship, while impressive, is only a +2 to strike on called shot or +1 to strike with a burst or spry. Yes they do get +1 attack per melee (( which IS nice)) but when you look at CS juicers and how many they get per round, the Paratrooper is hardly unbalanced.
Is the Paratrooper a bit better than Special forces? yes. Is Delta team or the SEALS better than just standard green berets? Yes. This is the step you're seeing with the ooc. Nothing TOO dramatic.
GenThunderfist wrote:
I'm all for taking in flavor text as viable arguments, but this OCC is just ridiculous in power.
But when you open the books and line it up with the others.. it's not. It's a hand full of bonous, better. Not ridiculous. The biggest thing there is the immunity to HF. which can simply be ignored if you want.(( Though in 20+years of playing HF rarely comes up in our games. So it's no big deal for our groups))
GenThunderfist wrote:
He gets bonuses in every combat related stat, plus bonuses in every role that regards that stat.
He's an Elite, best of the best combat monkey. That's what they do. The bonous aren't THAT much. And if you want to take him down to standard Special forces power you can just not allow those bonous. Again, the book was written after the rifts base books. When more and more OOCs started getting bonous' at start. NONE of the CS classes get those. they came later. So you can either give them to the CS classes, or if you like take away the class bonous.
No huge thing.
GenThunderfist wrote:
Plus no HF, plus he apparently is a god with a gun and gets +1apm and bonuses to strike that would only be reserved for a specialty gunman
He IS a specialty gunman. You're comparing Delta/SEALS to grunts.
GenThunderfist wrote:
then, to cap it all off, he starts with a grand total of 30 skills, which grows to 46 by level 12.
So do all classes. Maybe not the exact 42 number but they all get more 'Other' skills or secondary skills as they class up. As pointed out above whhen you stack them up beside other military classes the differeneces are minimal. Beside CS Special forces you're talking 1 skill and the bonouses. Which to me, is the difference between Green Berets (( Trained special forces. IMPRESSIVE AND DEADLY IN THEIR OWN RIGHT)) and DELTA/SEALS, the Best of the Best.
GenThunderfist wrote:
Unlike the Rouge Scholar, which is just about the only other class I can think of that can take this amount of skills, he is not locked out of any of the combat oriented skills, and is in fact, locked out of just about anything that will not help him in combat beyond Technical and Domestic.
Again. I suggest you open the books and actually compare. I did so just flipping through a few books at hand and the "AMOUNT OF SKILLS" isn't ungodly beside other classes. It's not that it's that big a deal to me, but you're acting like they're supermen, when they're not THAT Much more than the other classes. You're acting like they've got like 10 or 15 more skills than others, and you're talking... 1... to 5 more. They are a bit better than special forces. But it's not the sort of difference you're implying.
GenThunderfist wrote:
So yes, I feel he is a touch overpowered. I would also like to point out, as a final nail in the proverbial coffin that unlike UNLIKE EVERY SINGLE OTHER OCC IN THE MEGAVERSE he can take H2H Assassin if he freakin feels like it! He doesn't even have to be of an evil alignment, like everyone elses in any book. That is just stupid. I don't care about training, or spec ops, or no horror factor, or anything that has been presented as flavor text of the logic behind this monstrosity. No one, not even CS Spec Ops, can take H2H Assassin unless they are of an Evil class alignment. No one.
Isn't that a prereq of the hand to hand? I.E. You have to be of evil or selfish alignment to take the HTH, anyway, so making it doubly prereq is just redundant? I honestly can't remember. I don't' think I've ever in 20+Years of playing tried for it. lol
GenThunderfist wrote: So, I ban it. You don't. Case closed.
And that's totally ok. Just realize that the differences that you perceive to be so great, aren't really that different when you actually put the classes up side by side.
I very much applaud people that try and keep the power level of their game respectable. I very much do. I just don't see this class, when put up beside a Juicer, Crazy, Dragon, ect ect ect ect ect to be anything to freak over.
And for the record. I'd play them with out the horror factor thing or bonuses.
Just like I'd use the "Laser swords" if their damage was less than vibro blades.