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Posted: Mon Jul 17, 2006 10:01 am
by Sentinel
The Artist Formerly wrote:
Marrowlight wrote:
Sentinel wrote:
Colored text is bad, umkay.


Again, other posters prefer the coloured text to help distinguish who said what when quoting within quoting.
You are in the minority. I've gotten more complaints contrary to you in the past on this.



Personally, I'll chime in with Taffy. For people who are reading, they prolly love your colored text. For people who actually address your posts/points and have to go back and re-edit your color text into actual lines of quotes by you for our responses? Yeah color text is a pain in the ass. You basically double the editing work we have to do just to respond to you.

BTW, that last post seemed to be getting a lil close to conversions, yes?


Eh. I'm just going to not respond to him, I can't read what he posted when it's in blue with the particular fourm browser I'm using. And Nimmy has enough trouble on his plate as it is.


Out of curiousity, what forum browser are you using?
I've never had any trouble reading any coloured text on any computer I've used for posting.
I suppose part of my hang-up about coloured text is that I can't understand why anyone has trouble seeing the text.
Red, blue, brown, grey, whatever: I can read it all just fine.

Posted: Mon Jul 17, 2006 2:44 pm
by jolt
Sentinel: You said before that you thought the Ancient Master from N&S was overplayed and overbalanced. By that do you mean you think he's too powerful?If so (or not), how do you think the Ancient Weapons Master from PU2 compares?

Everyone:In fact, I haven't seen much talk about the PU2 "OCC's" except that the HU2 supersoldier was too weak and the PU2 supersoldier was way too powerful. I'm curious what you all think about the other PU2 "OCC's" because I've never actually seen one used. Does the Natural Genius work? Does the Imbued hero balance out (8 minor powers :eek: egads!(I know it's only 2% but still...))? What about the symbiote or the non-mega Immortals? Utter perfection? Complete crap? Thanks.

jolt

Posted: Mon Jul 17, 2006 5:42 pm
by Marrowlight
Sentinel wrote:I suppose part of my hang-up about coloured text is that I can't understand why anyone has trouble seeing the text.
Red, blue, brown, grey, whatever: I can read it all just fine.



Sure it is easy to see, it's just a pain in the ass to chop it up and make all the {quote="sentinel"} {/quote} stuff for the conversations.

Posted: Tue Jul 18, 2006 9:44 am
by Sentinel
Sentinel: You said before that you thought the Ancient Master from N&S was overplayed and overbalanced. By that do you mean you think he's too powerful?If so (or not), how do you think the Ancient Weapons Master from PU2 compares?


The Ancient Master as I have seen him has become the catch-all martial artist. The character has every type of attack maneuver (it's like being the master of Karate, Jujutsu, Aikido, etc), and despite the name of the archetype, most PCs aren't "ancient" at all: they are young turk hotshots who have every move known, at hopped up levels.

This is one aspect of combining the two settings that I liked very much: if you wanted a young Jujutsu master, then you could roll up a WMA and select Jujutsu.
However, I frequently found that players wanted the body flip/throws as well as power punches and kicks, etc: they wanted to masters/mistresses of every martial art technique known to man. I preferred the give-and-take approach: You might know 50 Kicks (Tae Kwon Do, for example) but you'd suck in close-quarter fighting.
You might be a fantastic close up puncher or joint locker (Li-Chia Short Hand or Chin'Na), but you'd lack Jump Kicks, Leap Attacks, etc.
Further, one style might offer the Martial Arts Powers you want, but another might have the moves and techniques you want to use: well, which is more important to you? Choose one or the other, you can't have it all.

If a player wants a character who is truly an ancient master (I won't break the conversion rule, but think long white beards, and mocking acerbic tones as they stand on your sword), then I'll work with a player and use the AM as it should be.
A 19 year old kung-fu hotshot however can be done with the WMA from N&SS.
Mystic China also provides additional martial artist archetypes, as well as non-martial arts characters (the Capitalist Entrepenuer, The Chi Arcanist, and the Antiquarian all come to mind).

I like the Ancient Weapons Master okay, although I haven't gotten to use the archetype too extensively.
I think I'd prefer to see more of a Specialized weapon user as opposed to ALL melee or ranged weapons, if I had my way about it.

Posted: Sun Jul 23, 2006 5:49 pm
by Damian Magecraft
Although this debate has been entertaining...
I have to say even with out adding in the 2 addtional attacks I have never found a problem combining N&S and HU2...

now as to specifics on incorporating the N&S styles...here is my method...
only the Physical Training and Ancient Master may select specific Martial arts...the PT may select any non-exclusive form but must sacrifice all special powers from the PT class (including the SH-PS)...the Ancient Master may be either a Worldy (2 non-exclusive or 1 exclusive) or a Dedicated (3 non-exclusive or 1 exclusive & 1 non exclusive) Martial Artist (I use the original rules from N&S not the revised edition) or if the player wishes he may select just 1 MA at level 15 however in any case the Ancient Master sacrifices all the standard powers listed in the HU2 book...the use of Quicke forms (no MA powers) is ok for any class to take...

Posted: Mon Jul 24, 2006 11:22 am
by wolfsgrin
I just use it as inspiration. Taking what I want and/or percieve as closer to the actual style.

Posted: Sun Jul 30, 2006 1:18 pm
by jolt
The skill programs and the skills themselves are different between the two books (there is no Rogue category in N&S for example). Do you combine the skill charts or just use the one from HU2? Or, if it's and N$S character, do you only allow the skills from there?

jolt

Posted: Sun Jul 30, 2006 9:07 pm
by wolfsgrin
In my games, chances are if it has Palladium stamped on the front of it, its being combined. :D

Posted: Mon Jul 31, 2006 12:45 am
by jolt
But then who gets what?

Should the Thief from N&S get access to the Rogue skills from HU2? If so, how much and at what bonuses? The Technical categories in the two books are completely different. Do you keep Computer as a seperate program or add it into Tech like HU2 does (but oddly, has no supercomputer skill). N&S has more Military programs but has a different military list, with some skills being in other programs in HU2. Just lumping the two together seems to create a lot of inconsistencies and strange gaps and overlaps.

jolt

Posted: Mon Jul 31, 2006 6:04 am
by wolfsgrin
I don't have a set system of conversion. I do use the scholastic bonuses and catagorize by way of heroes and I choose what skills make sense for a certain character. Some %es are kinda low for Ninjas so I bump it up a little just to put on the same playing field. Course a lot of times its just sitting back with GM/player after the character is made and going "this character needs more/less."
I like to put a lot of time into making characters, so taking a little longer to add flare from another book is just more time to develop personality and crap like that.
I play a very lose style. So I have no guide lines except use your gut, and play test. Sometimes even with an elaborate conversion scheme, you will still run into the great snafu of huh???!!!! :shock: