It has only failed on one level; you missed the point I was making. The game of 40k has a space marine pegged at about 15 points; guardsmen cost 6 points. You get 2-1/2 guardsmen per space marine; the average kill ratio the space marine will achieve versus guardsmen before he bites it. It is a game that contains
that type of balance. In order to achieve that type of balance, you have to equate the commando to the guardsman and the "powered" OCC's to the space marine. It had nothing to do with their respective backgrounds, only as a basis for comparison in balance.
You are changing the topic then. I am simply arguing the merits of two groups of humans with a finite amount of achieving differnt starkly different results. I am fine with a game that has a godling or heavy borg beside a vagabond. While that is imbalanced that is relasitc in the game setting.
Due to OCC the temporal warrior gets a bonus attack; there is no real elaboration on why this is, so I would assume that temporal magic has affected him in some way. This would mean that while the effect isn't expressly magic, it's not exactly spell-worthy. I mean if you could cast a spell that granted you additional actions, would you not want that spell? Especially the way casting works now? But there is no spell quite like that, so they have clearly relegated the effect to OCC; similar to how Commandos get HtH commando (regular dude with auto-dodge. Now Juicers aren't so bad-ass).
The palladium OCCs enumerate powers gained through magic or other supernatural ablites in practically every OCC. You are saying that now they have to not ear mark the bounus even with a they recieve a +2 to attack becasue of there oness with casulity or some other simlar remark. As written a temporal warrior could be striped of all his powers and still get that +1. For example he recieves CS. control implants or some other mechinsm that elimnates his supernatural powers his +2 is still there.
As written they've recieved special commando training; nothing more, nothing less. In play they see as much or as little action as the GM finds appropriate - they aren't super-soldiers that can take anyone in a hand to hand fight. I mean compared to a "normal person" hero class from HU (the physically trained), the commando blows. I'd rather my commando training were 12 hours of the physically trained fast-focused hero than commando; clearly how the CS is making these commandos do their push-ups isn't as superior as you'd like to believe.
I'm not going to compare charecters from different setting until dog boys need to get bio e points.
csbioborg wrote:So now I don't want the temporal warrior to be on par with the comando I want the temporal warrior to at lweast have to use his teporal powers to be able to defeat the commando. Becasue right now all it looks like he is doing is using his powers to get more than 12 hours to train in the day.,
training isn't like dragonball Z here; you can't just spend 16 hours per day for a year "getting more powerful" and expect to see an incredible increase in effectiveness. Compare the training of soldiers around the world; US snipers (for instance) are considered some of the best, yet sniper competitions, as well as quality of soldier produced here in Canada are shown to be better.
(I'm not attempting to bait or start some type of "who's soldiers are better?" flame-war here; If you don't believe me, that is fine. But I hold by my statement and ask only that you check it out for yourself).I'll make one quick comment on the supiority statement. One you lump army and marine together when army sniper school has far lower standards. Furthermore Canada has a very small military per capita. As such they can afford to have higher selection standards than US forces. I have worked with the army so lumping them in I could see that.
Is our training longer? Probably not. Is it of better quality? I would say so, because our equipment is shoddy and ill-supplied at best.
What I'm getting at here is that just because the CS trains a commando doesn't mean he's recieving the same quality of training a temporal warrior recieves; The CS commando has to train 12 hours per day to equate to the 6 the temporal warrior might spend on the physical aspect, meanwhile that leaves him with 6 hours to spend on the mental aspect.
Sure I'll bite. First off you are comparing two identical OCCs i.e. snipers and saying one levels faster than the other which is fine. Training is not like dragon ball Z. Okay let's take martial arts as example. I have trained at a lot of camps. There are really bad camps good camps and great camps. There are fundamental movements in grappling and striking that are going to stay constant. Much of what you are doing is the same training with top level people and with good people. The difference really is how much time you put into it. The bad camps have no idea how to train therefore produce crappy fighers. The good and the great camps do fundmentally the same thing. The great camps tend to just do much more of it and push there guys harder.
Now the CS is not a bad camp or they would have died out long ago. They at the least are a good camp. There are no seceret tecniques or hidden combos there is simply training on some fiarly fundemntal movements. Now is solidering more complex than that of course. However the CS is a military machine that is designed to produce soldier in the same way that the order of the mystic kinghts pumps them out (I am only chaging OCCs just becasue there is no order of temporal warriors). I'll accept that one might have a marginally better training camp. However it is not going to be to the extent that they can train both in mystical arts and fighting and still be better than a person training all the time at one or the other. That is reflected in the difference between a battle magnus and a leyline walker (I am switching OCCs again becasue you'd conter the tempral mage vs warrior witth they have the same teacher)
the same cannot be said for the man of arms classes even its elite i.e. the commando.
csbioborg wrote:It forces good role play when you charecters are blanced to the rest of the world. The Siege of Tolkien example was a good illustratin of it. You take a group and put them in a bar. You want them to talk thier way out of a conflict you have to options. Make the charecters at least somewaht close in strenghth to normal humans or make the bar all super human. IF the setting has plenty of super humans fine. However rifts is supposed to be Post apoc setting with lots of regular humasnfightng for survival. It is not rits if every bar has a indian shaman, three borgs, mind melter, you get the point.
You can't force a person to role-play "good", no matter what the scenario; the players could be invincible, all-controlling gods and that wouldn't offer that they'd play their respective roles any better than joe-vagabond just looking to survive to see tomorrow. Infact the best RP'd character I've ever read about was a girl playing a male human peasant in a game of D&D. She has three things working against her there; the character is of the opposite gender; the character lives in a time of feudalism, as well as magic; the character was several steps removed from her own economic status (re: she was an employed college student while her character was a homeless vagabond camping in the woods).
Did the power difference make her RP better? No, she was a good RPer so her character was RP'd well. As to the GM's choices on background (like your above listed bar) that is not in a players' control; you can only react to those situations, and how you react is determined by your ability to RP a situation.
Not how your character's stats and status size up to it.[/quote]
You could have used a different example since my point was charecters that are balanced or weaker to the setting are more apt to be forced to role play better. My point is in the agreate you will have better role playing if the charecters are reaosnbly balanced to the setting. Even with hack in slash "bad" role players you but them as vagabounds in a tradtional rifts bar they are forced to get out of that bar fight creatively. Give them a high powered charecter they will just fight there way out. Even decent roleplayers will do this if a npc provocted them.. So you have the option of either changing the rifts setting so that said bar will be unrealisticaly full of high powered charecters or keeping the classes somewhat blanced to the game world where a burster dosen't have mdc auras at will and has to talk his way out of the situation if you want to stay true to a vision of a post apoc world of regualar humans trying to survive. If you'd like the former it would be better it is problay better to put that bar in center or Dweonor instead of the average town in rifts.
I remember days like this when my father took me to the forest and we ate wild blueberries. More than 20 years ago. I was just a boy of four or five. The leaves were so dark and green then. The grass smelled sweet with the spring wind...For us, there is no spring. Just the wind that smells fresh before the storm.