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Re: Really High Bonuses
Posted: Tue Sep 14, 2010 12:38 pm
by Johnathan
That's the stereotype for playing vampires...? o.O
Really? I happen to play a member of the undead in a Nightbane game (A Wampyr). And trust me, this guy, if he's not careful, will get his rear-end handed to him on a silver platter from some of the more powerful Nightbane that are either in our group or that we've encountered.
It's not about bonuses. Or Stereotypes. It's about how you play your character. Who gives a flying rats behind if your character has obscenely high bonuses? If the character is flat and two-dimensional (seen my fair share, as I'm sure everyone else has), then they and your group miss out on what it is really entailed in Role-Playing.
It's not about you/your group vs. the bad guys. It's about building something...
Or something like that...
Re: Really High Bonuses
Posted: Tue Sep 14, 2010 1:33 pm
by Killer Cyborg
KillWatch wrote:Cyborg: So if everyone who wants to play vampires is a geek who has been pushed around and want's to beat on people, then lets apply other stereotypes like you must be a virgin
blah
No, (most) everybody who wants to
BE a vampire.
And certain games are more likely to attract that type than others.
Re: Really High Bonuses
Posted: Tue Sep 14, 2010 1:34 pm
by Killer Cyborg
Johnathan wrote:That's the stereotype for playing vampires...? o.O
See above.
It's not about bonuses. Or Stereotypes. It's about how you play your character. Who gives a flying rats behind if your character has obscenely high bonuses? If the character is flat and two-dimensional (seen my fair share, as I'm sure everyone else has), then they and your group miss out on what it is really entailed in Role-Playing.
It's not about you/your group vs. the bad guys. It's about building something...
Or something like that...
Yup.
Re: Really High Bonuses
Posted: Tue Sep 14, 2010 2:04 pm
by Supergyro
dragonfett wrote:What I am trying to say that the infantryman will be kept in training until he is shooting at a certain proficiency level before he is allowed to leave training or he will be put in another MOS. Once the supply geek and the infantryman leave training and go out in to the real world, their ability to shoot will progress at a somewhat linear rate, with the infantryman hitting a plateau well before the supply geek. If I had a program that allowed me to make a graph in a picture format, I feel I would be able to better show you what I am trying to say. It is that initial training (and/or talent) that sets the infantryman apart from the supply geek. Have I made myself more clear as to what I am trying to say? Is there any confusion as to what I am trying to convey?
For example (just so I'm understanding)
So on the initial day after training, the infantryman is at roughly 90% of the maximum marksmanship ability, and the supply person is at 75% of the maximium ability?
After a year, the infantryman at at 100% (the plateau), while the supply person is only up to 80%.
But after ten years, both would at 100% (the plateau)?
Am I understanding you here?
Re: Really High Bonuses
Posted: Tue Sep 14, 2010 3:26 pm
by dragonfett
For example (just so I'm understanding)
So on the initial day after training, the infantryman is at roughly 90% of the maximum marksmanship ability, and the supply person is at 75% of the maximium ability?
After a year, the infantryman at at 100% (the plateau), while the supply person is only up to 80%.
But after ten years, both would at 100% (the plateau)?
Am I understanding you here?
I wouldn't say that high for the initial abilities (infantry at 90% and supply person at 75%), but that
is the basic concept that I am trying to drive at here.
Re: Really High Bonuses
Posted: Wed Sep 15, 2010 2:28 pm
by Johnathan
What good is super-huge-mega-awesome strength when your muscle man is stuck to a carpet of adhesion?
Answer: Zero.
What use is your amazingly fast demigod when faced against an opponent who has enough SKILL to stay on the alert. Or has what I would call an "absolute defense"*?
Answer: Zero.
The fact of the matter is there is a way around EVERYTHING.
The most important thing to remember, as a GM and a player, is to make sure you have fun with it. It's not fun if there isn't a challenge in my book.
* - combination of skills/ability/power/whatever that makes an attack leveled against this guy not only very difficult, but almost pointless (trust me, there are ways).
... And I approve this message. :3
Re: Really High Bonuses
Posted: Fri Oct 22, 2010 4:46 am
by Tyranneix
I really don't care about my players bonuses. I say let them make uber characters. My players have learned the HARD WAY, to even out their characters abilities and skills. I see super uber characters being made, sure they may get the jump on a couple of bad guys.. which is normal for a group starting out trying to prove themselves in the world, I don't sweat it. I just roll to it and adjust my npcs and the number of npcs accordingly to the group. It is all about them after all. They are why we all are GMs. LOL
Let's look at this in this light. How many CS Troopers does a player group have to SLAUGHTER before they become public enemy #1 and they find themselves becoming vastly outnumbered by the CS. I'm just using the CS as an example mind you, but they have over a MILLION troops. If the characters are that powerful then another thing to remember is that their
reputation is a double edged sword.
example. Luke Skywalker. Killed a Death Star.. He became public enemy #1 INSTANTLY!
Fame/infamy is not always a good thing. Now I don't know about you, but not being able to go into a town without being noticed for being a famous/infamous hero/villain is not always a good thing. Especially if the group is trying to lay low.
I don't care who you are, someone with an insane number of attacks and super uber bonuses still can't dodge a radio signal calling for backup.
Re: Really High Bonuses
Posted: Sun Oct 24, 2010 9:07 pm
by kamikazzijoe
Really high bonuses are the reason we play with AR applying to the natural die roll.
The final straw for us using modified rolls was when a cyberknight with +12 killed over 20 guys without scratching their armor
If a character even has a plus 10, with 1-4 being a miss, 5,6, and 7 would hit platemail (AR 17 highest AR in the non-magic) and everything else would strike the person. It made sense that plate would take a pounding more often then just 15% of the time.
Re: Really High Bonuses
Posted: Tue Oct 26, 2010 6:04 pm
by Severus Snape
So, I re-read through the entire thread, and a thought occurred to me on this. There was a thread in the HU forum (yes, HU is the world's greatest game as far as I am concerned, and all my ideas come from there) regarding how to beat the unstoppable juggernaut. You know - those guys with monster combat bonuses that can't be stopped or hurt.
Most Aggravating Character Builds Why do I bring this up in this thread? Well, this thread is about characters with really high bonuses and how to deal with them. Go read the thread I gave the link for and you'll see how this fits.
Just because someone has really high bonuses in one area doesn't mean they have high bonuses in all areas. So you have a party of unstoppable combat machines. Make them role-play instead of putting them in combat. A group of super-geniuses? Put them in combat. Super-Heroes with great powers? Attack them with psionics or magic (and let's face it - Carpet of Adhesion is everyone's fallback combat ender).
You just have to get creative about how to deal with your players. The best players will enjoy the challenge. "Ok, so I've got +19 to damage when I punch or kick, but I have to get out of the Magic Net the wizard just cast first. Oh, and he's flying around above me and I can't fly or reach him, so I have to figure out how to get him down to my level first." See? Creativity by the GM should bring out creativity by the players. Which will bring out creativity by the GM, and so on and so forth.
Re: Really High Bonuses
Posted: Sat Nov 06, 2010 5:13 pm
by twingle93
Severus Snape wrote: Just because someone has really high bonuses in one area doesn't mean they have high bonuses in all areas. So you have a party of unstoppable combat machines. Make them role-play instead of putting them in combat. A group of super-geniuses? Put them in combat. Super-Heroes with great powers? Attack them with psionics or magic (and let's face it - Carpet of Adhesion is everyone's fallback combat ender).
You just have to get creative about how to deal with your players. The best players will enjoy the challenge. "Ok, so I've got +19 to damage when I punch or kick, but I have to get out of the Magic Net the wizard just cast first. Oh, and he's flying around above me and I can't fly or reach him, so I have to figure out how to get him down to my level first." See? Creativity by the GM should bring out creativity by the players. Which will bring out creativity by the GM, and so on and so forth.
Well, the thing is these NPCs were built as demigods and paragons of humanity with high intelligences and resistance to magic, in addition to all their other bonuses. I guess the PCs could get them to fight each other.
Oh, and carpet of adhesion was banned from my game. The magic system I used was less abject and was more like Energy and Matter Manipulation used by the Nightlords.
Re: Really High Bonuses
Posted: Sun Nov 07, 2010 4:20 pm
by dragonfett
Another thought came to mind while watching TV. Why not send the PCs into an area that gives them global penalties to all their actions?
Examples:
-high altitude (less air to breath)
-heavy gravity (harder to lift your own body)
-An area that requires wearing a suit that limits your movements (like extreme heat or outer space)
-An area subject to constant physic defying changes (dream world, magic heavy area, astral plane, etc)
-An area or substance that negates super abilities, magic and psionics....
Thoughts?
-Pax
Paxmiles, what on earth were you watching on TV that made you think of that (bolded)?
The finding a place on Rifts Earth that had heavy gravity would be hard with out GM fiat. The high altitude would mean that you would have to have them high in the mountains, so you would have to carefully plan out your adventure to make sure that they got there. And finally the problem with areas that require special suits like outer space or extreme cold or heat can now all be covered by fully environmental body armors for the most part. I'm not saying that it's not impossible, but you have to take into account your group's equipment and their own abilities first before you go tossing them in some situation that you think they can't handle and they easily overcome because you overlooked some ability of their equipment or they have.
Re: Really High Bonuses
Posted: Mon Nov 08, 2010 10:28 am
by dragonfett
First question:
This is actually really common on TV (sci fi or fantasy). Forum rules prevent me from explaining which shows specifically, but the basic rundown is that a very powerful creature encounters the main characters and just alter the world at their whim. It's also common in other RPGs, to encounter this sort of thing from time to time. Also, a world/dimension/area that constantly changes for no seeming reason is also pretty common in both RPGs and TV (science fiction or fantasy ones only).
Second question/statement:
Environmental armor is good enough in some areas.
For extreme heat, it can start to melt things, or get so hot that the PCs are uncomfortable in their suits. Falling ash, jams up air filters pretty quick.
For extreme cold, it can freeze any electronics in the suit (radios, special vision options, sometimes even the environmental options may require electronics). It may even freeze the suit shut, which could present it's own issues.
Remember that most environmental armor isn't designed to be worn constantly, they might need to buy "special" armor that is.
For high altitude, the mountains are not your only option. An airship, a floating city, or just a plateau area that is raised much higher than normal. You could also go into the silly realm and allow the PCs to walk on the clouds...
As for heavy gravity, please remember that this is the GM's forum, not the rifts one. I was suggesting things for Palladium RPGs in general.
In rifts earth, you'd just find a "magical anomaly" that induced higher gravity over a specific area, or perhaps it's a technologically induced feature that this prison had installed.
It's pretty easy to add something like this to Rifts, the creativity of the setting isn't exactly limited in any way.
Anyway, with all of these features, they are not meant to be the a threat for the PCs. They are only a threat, when combined with other typical RPG issues.
For example, engaging in combat while maintaining a fully functioning environmental suit can be quite interesting.
Don't forget that, in a setting with extremes (like high heat), even if the PCs are completely protected, it doesn't mean the rest of their gear is. Melting credits/money can be some of the most annoying and reasonable complications that extreme heat can offer for the party.
As a GM, limiting the gear of the party is one of your issues. If they are too prepared for anything, perhaps they should encounter a situation where some of their gear is damaged or destroyed. This isn't being mean, it's keeping the game enjoyable. Players will lose interest if the game doesn't challenge them.
-Pax
Sorry about that, I have been spending a lot of time on the Rifts forums, I kind of forget which forum I was in, thank you for keeping me strait.