Digest Archives Vol 1 Issue 140

From: owner-champ-l-digest@sysabend.org 
Sent: Saturday, January 16, 1999 12:47 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #140 
 
 
champ-l-digest       Saturday, January 16 1999       Volume 01 : Number 140 
 
 
 
In this issue: 
 
    RE: Aragorn: Character 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Character: The Balrog (And you thought Aragorn was controversial!) 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    An idea I was given about speed 
    Re: An idea I was given about speed 
    Re: Character: The Balrog (And you thought Aragorn was  controversial!) 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Re: Character: The Balrog (And you thought Aragorn was  controversial!) 
    Multiform questions 
    RE: Character: The Balrog (And you thought Aragorn was  controversial!) 
    RE: Character: The Balrog (And you thought Aragorn was controversial!) 
    Bad Habits of Poor Gamers 
    Re: A seriously weird modification to Speed 
    Re: Multiform questions 
    Re: Bad Habits of Poor Gamers 
    Re: Bad Habits of Poor Gamers 
 
---------------------------------------------------------------------- 
 
Date: Sat, 16 Jan 1999 00:29:37 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: RE: Aragorn: Character 
 
At 11:13 PM 1/15/99 -0500, Scott Colcord wrote: 
>Kudos to Scott for taking on this project...here's my  
>$0.02 to throw into the pot...all suggestions are IMHO, 
>YMMV, etc. 
> 
>> ARAGORN 
>>  
>> 18   STR     8 
>> 14   DEX     12 
>> 18   CON     16 
> 
>I'd raise the CON to 20; Aragorn's ability to keep going 
>struck me as pushing the limit of what humans can do. 
 
I think I have to agree with you there. 
 
>> 16   BODY    12 
>> 16   INT     6 
>> 23   EGO     26 -> 32 
> 
>I'd probably stick with a 20 here; he had a strong will, as 
>exhibited by his controlling the palantir, but I don't think 
>it quite needs to be superhuman.  Then again, I'm usually 
>pretty stingy about fantasy characters going over the max. 
>If you keep it, you'll have to pay the x2 for the NCM violation. 
>Aragorn is still essentially (> 90%) human, and thus gets NCM 
>automatically in a fantasy setting. 
 
- -That- is definitely up to the GM, but I admit to having 
forgotten it.  Also, this calls into question the definition 
of what NCM means.  I -don't- interpret it as the boundary 
of human-ness, just the point where you leave the first three 
sigmas and enter the realm of the extremely rare. 
 
>> 23   PRE     13 -> 16 
> 
>No problem with this value, but it also needs the x2 penalty. 
> 
>> 8    COM     -1 
> 
>I probably wouldn't have bought this down; I think he was 
>just slumming in Bree (Even a handsome man can look foul 
>after spending a few months in the woods with little or no 
>bathing). 
 
Enough people have said this that I am forced to agree that 
my interpretation is somewhat short of authoritative.  :-) 
 
>> 12   PD      8  -> 12 
>> 10   ED      6  ->  8 
>> 5    SPD     26 -> 36 
>> 20   REC     24 -> 44 
>> 60   END     12 -> 17 
>> 75   STUN    41 -> 66 
> 
>Again, I think these stats are a bit on the high side. 
>Aragorn is certainly a great fighter, but that should be 
>mostly represented through skills.  I would probably 
>make them:  PD 8, ED 7, SPD 4, REC 12, END 60, STUN 50 
 
That's purely a call based on your campaign, I think.  With the 
exception of SPD, I think it's hard to relate these numbers to  
any objective measure.  I know they're high.  He's Aragorn. 
 
>I'd probably throw in 3-4 extra inches of running and 
>a couple of swimming too. 
 
Several people have pointed this out.  I agree. 
 
>> Characteristics Cost: 209 -> 284 
> 
>> 4    WF,Common Melee,Common Missile   
>> 30   3 Levels,all skills (Figured in below)   
>> 32   4 Levels,all combat      
> 
>I'd convert a couple of these combat levels to 3pt 
>sword levels, since that's his primary weapon.  I don't 
>recall him demonstrating great proficiency with a  
>such a large variety of weapons (Though 2 all-combat 
>and 3 overall levels are nothing to sneeze at!).  His 
>max OCV becomes 10, 12 w/swords; adding in his sword's 
>bonus should let him hit nearly anything with ease.  
>                
>> 3    Concealment 15-  
>> 3    High Society 17- 
>> 3    Mimicry 14-      
>> 9    Navigation 17-   
>> 3    Oratory 17-      
>> 3    Riding 15-       
>> 5    Shadowing 15- 
>> 5    Stealth 16-      
>> 7    Survival 16-     
>> 9    Tactics 18-      
>> 7    Tracking 17-     
>> 1    TF,Ships         
>>               
>> 3    Linguist         
>> 1    Lang: Westron,native,literacy    
>> 3    Lang: Numenorean,fluent w/accent,literacy        
>> 3    Lang: Sindarin,fluent w/accent,literacy  
>> 3    Lang: Quenya,fluent w/accent,literacy    
>> 2    Lang: Harad,fluent conversation,literacy         
>>               
>> 3    AK: Eriador 15-  
>> 3    AK: Gondor 15-   
> 
>I'd definately give him a *bunch* more AKs... 
>probably 15-20 CP worth, and the Traveller  
>enhancer. 
 
The reason I didn't do that is that he spent most of his 
time in these two places.  Not having the AK doesn't mean 
he doesn't know where the Sea of Rhun is, just that he isn't 
extremely conversant with the territory.  Still, you wouldn't 
be wrong.   
 
>> 3    KS: Dunadan History 15-  
>> 3    KS: Elven History 15- 
>> 3    KS: Hidden Councils of the Wise 15- 
>> 5    KS: Herb Lore 17- 
> 
>I could see him having Scholar...he was quite learned. 
 
I considered this.  I felt that it didn't fit the image.  Close call. 
                 
>> 20   6D6 Healing,"Healing Hands", Gradual 
> 
>I think the 'Hands of a Healer' reference was mostly 
>about his herb lore.  His own touch seemed to be more 
>specifially aimed at the 'Black Breath'.  Perhaps a 
>Dispel vs. that illness would be more appropriate? 
 
Could be.  This power is based more on the ICE write-up 
than on the novel.  I agree that it seemed less miraculuous 
than as I've written it. 
 
>> 3    Bump Of Direction        
>> 7    14- Combat Sense         
>> 5    Defense Maneuver         
>>               
>> 10   Head of State    
> 
>He should probably also have Gandalf, Elrond,  
>and Thranduil as contacts, and have 30-60 Dunadain 
>as followers (100-150 CP each).  A number of lesser 
>contacts are probably likely, along with the  
>well-connected enhancer. 
 
Yeah, although I'm not so sure about Thranduil. 
I went for the 'leaner' look.  Sorta like, you can do Batman 
on 300 points or on 1000, depending on what you choose to list. 
                 
>> 24   Package,"Anduril",OAF,unbreakable,extremely hard        4 
>> (15) 3D6 Killing Attack  HTH,STR Min 13      4 
>> (4)  5 Levels         
> 
>As someone else stated, these need to be 5pt levels.  I like 
>the idea of giving it Affects Desolid, as it makes sense that 
>a sword of this power would be able to affect noncorporeal 
>creatures.  Five levels also seems a bit excessive...three 
>levels would probably be plenty. 
 
After last night's discussion, I thought long and hard about this 
and something occurred to me. Narsil (Anuril before it was  
broken) destroyed Sauron's material form, but not his spirit form. 
I don't think "affects desolid" is warranted. 
 
>> (5)  +2 Detect,"Orcs and other Dark Creatures",make into sense,       
>>      Desc: Glowing Blade, Ranged      
> 
>I'd also put in the green stone that Arwen gave him.  It seemed 
>to at times make him more noble, and give him the strength to 
>persevere through dark times.  Perhaps a self-only aid to PRE,  
>EGO, and END? 
 
The Elessar.  Could be.  Could also be that what made him  
persevere was the reminder of Arwen.  True love and all that.  Who 
knows? 
 
>He also needs to buy partial immunity to aging. 
 
I totally disagree with this.  A lifespan longer than human is 
not immortality.  He wasn't even among the longer-lived  
of the Dunadan.   
  
>> Powers Cost: 228 
>> Total Cost: 437 
>>  
>> Base Points: 75 
>> 10   Distinctive Features,"Dunadan",concealable,minor 
>> 10   Hunted,"Sauron's Minions",as powerful,harsh,appear 8 
>> 5    Watched,"The Wise",as powerful,harsh,appear 8 
>> 10   Psychological Limitation,"Driven to Reunite Kingdom", 
>>      uncommon,strong 
>> 15   Psychological Limitation,"Love for Arwen",uncommon,total 
>> 20   Psychological Limitation,"Must Protect The Weak",common, 
>>      total 
> 
>I'd make this Strong, rather than Total; he understands the 
>big picture well enough that he could make sacrifices if he 
>had to. 
> 
>> 5    Reputation,"Drifter",occur 8 
>> 15   Secret ID,"Isildur's Heir" 
>> 272  Feel Foul, Seem Fair Bonus 
> 
>Umm....isn't that the other way around?  :-) 
 
Ya got me there... 
 
>> Disadvantages Total: 362 
>> Experience Spent: 0 
>> Total Points: 437 
>>  
>   
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"I distrust all systematizers, and avoid them.  The will to 
a system shows a lack of honesty." 
        Nietzsche, Twilight of the Idols 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 00:57:32 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
>DT> Like the Elemental Control requirement that "powers in different slots 
>DT> cannot be linked to go off together"?  It's not clear whether they 
>DT> mean Linked (-1/2) or linked (setting two attack powers off together). 
> 
>Since the only context for "linked" or "Linked" ever used in the BBB is in 
>the context of the Limitation, I interpret it to be the same as with 
>Multipower: you cannot link a power in one framework slot to another power 
>in a different slot.  That is all it means, no more, no less. 
 
Says you.  I think it's fairly clear in the other direction: "for a point 
savings of up to half of each power's cost, you cannot have them go 
off together". 
 
Of course, take this in the context of "under Hero 5, a straight DC cap 
for combined attacks is dumb." 
 
Here's a proposed system for counting "equivalent DC": 
 
1. Start with your largest-DC attack.  if there are several, choose one. 
   This is your primary attack.  Your combined attack starts at that value. 
 
2. For each additional attack, 
   a.  attacks that work vs limited defenses, or that are basically NND, 
       add their full DC to the effective value 
   b.  attacks that aren't AVLD/NND, and are at least half the DC of the 
       primary attack, add half their DC (round to nearest half) 
   c.  small, normalish attacks add one +1 DC. 
 
 
Here's the important part: 
  THESE RESTRICTIONS ARE FOR BUILDING CHARACTERS, NOT FOR USE IN COMBAT. 
 
- ----- 
 
Under Rat's thinking you should be able to, in a 12 DC campaign, take  
 
60  12d6 EB 
60   6d6 Flash 
 
but only be able to use 12 DC's worth total, between both attacks. 
 
I say that's poppycock.  If you paid the points, you should be able 
to fire them both, at full power.  That's where the Elemental Control 
becomes limiting (and thus worth the 50% point savings): you can't 
make attack powers go off together.  Like over-half-reserve ultra slots 
in Multipowers. 
 
The GM should look at characters to see what they can potentially 
throw, and disallow any that are too powerful by the "equivalent DC" 
system above. 
 
  Donald 
 
------------------------------ 
 
Date: Fri, 15 Jan 1999 16:00:47 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
> 
>> While I don't disagree with the principal, I don't really think two powers 
>> should be equal to the sum of their DCs for this purpose.  With the 
>> exception of NNDs, they rather rarely are, for the reason you state next, 
>> among others. 
> 
>	Sheesh.  This was always a given for the "yes you can" camp--AP or 
>DC limits were still strictly enforced.   
> 
>	Now that they've been granted "book" status, they want more. 
>Give 'em an inch.  Don't you wish you'd been wrong now, Rat? 
> 
>	Anyway, it's a balance issue.  No, the two combined powers will 
>not be as powerful as one by itself.  However, they could end up being 
>more useful.  Breadth vs Depth. 
 
Not a good enough answer for me.  It's far too likely for two powers bought 
seperately being forced to operate at the total DC limit being not only less 
useful, but downright useless.  If they're Normal or Killing attacks, it's 
almost a certainty.  Heck, they give even Reduced Penetration a limit, and 
it's no where as limiting as this.  I don't personally believe they'll end 
up being close to useful enough to justify the loss of power involved. 
 
And for what it's worth, I've never played that you could do this 
freely...but if you were to do so, I'd argue strenuously that that the DC 
should be assessed as the larger DC plus half the lower. 
 
------------------------------ 
 
Date: Fri, 15 Jan 1999 16:06:20 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"WS" == Wayne Shaw <shaw@caprica.com> writes: 
> 
>WS> While I don't disagree with the principal, I don't really think two 
>WS> powers should be equal to the sum of their DCs for this purpose.  With 
>WS> the exception of NNDs, they rather rarely are, for the reason you state 
>WS> next, among others. 
> 
>Why not?  A 1D6 Flash linked to a 10D6 EB is a 12DC attack (the blinding 
>light-based attack from the rulebook); a 6D6 EB and a 3D6 Entangle are 
 
Because it's less likely to do any effect than the standalone EB, and quite 
likely to do no Flash effect at all if there's any Flash defense present at all? 
 
 
>likewise a 12DC attack (hitting someone with a blast of ice the freezes 
>into a shell around the victim).  Sure, the EBs are not as directly 
>effective as a 12D6 EB.  You are exchanging depth for breadth. 
 
And all too likely, especially in evenly balanced cases, to do nothing at 
all.  You don't balance the total defenses, after all, do you?  If not, why 
do it on offenses? 
 
> 
>[...] 
> 
>WS> This ought to be doable just with some sort of skill roll, given the 
>WS> Coordinating Attacks rule. 
> 
>That opens up the way for a pile of abuse with Autofire attacks.  At least 
>with an Advantage you are paying a cost proportionate to the power for the 
>ability rather than a flat 3 points. 
 
I don't think you can have it both ways; if Coordinating allows you to do it 
without even a special skill when multiple people are involved, then I don't 
buy it being harder for an individual to do with their own attacks. 
Frankly, given how rarely I've seen appreciable damage get through from any 
Autofire attack other than NNDs, I'm not excessively worried about someone 
buying a skill to add up that total for stunning purposes.  I'm not sure 
I've ever seen anyone actually do enough stun to do that to a serious 
oppoenent even with NND autofires except in games that had no control over CV. 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 02:54:37 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Character: The Balrog (And you thought Aragorn was controversial!) 
 
THE BALROG 
 
55	STR	0*	*=Growth Figured In 
20	DEX	30 
25	CON	30 
30	BODY	22* 
18	INT	8 
25	EGO	30 
60	PRE	50 
4	COM	3 
18	PD	16 
14	ED	9 
4	SPD	10 
20	REC	26 
50	END	0 
100	STUN	52* 
Characteristics Cost: 280 
 
13	2" Change Environment,"Fire Aura",No Range,0 END Persistent 
25	2" Darkness,Sight Group,No Range,Personal Immunity	4 
		 
15	25% Damage Reduction (PD),resistant	 
15	25% Damage Reduction (ED),resistant	 
36	Desolidification,Only to Fire, 0 END Persistent,Always On 
8	8/8 Damage Resistance	 
30	3 BODY Regeneration	 
10	10 Power Defense	 
10	10 Flash Defense	 
5	10 Mental Defense	 
5	5 Lack Of Weakness	 
		 
30	Life Support,doesn't breathe,doesn't eat/sleep/excrete,safe	 
	in vacuum/pressure,safe in radiation,safe in heat/cold,	 
	immune to disease,immune to aging	 
		 
60	9 LVLS Growth,Always On,0 END Persistent 
		 
5	Infrared Vision	 
13	+2 Detect,"Life",make into sense,Ranged	 
48	4D6 Killing Attack  HTH,"Claws",vs physical defense,Reduced	 
	Penetration 
10	2 Levels,Melee Combat 
24	12" Flight 
80	8D6 Energy Blast,Damage Shield,0 END 
		 
3	Ambidexterity	 
3	Bump Of Direction	 
7	15- Combat Sense	 
5	Defense Maneuver	 
28	15- Universal Translator	 
		 
6	AK: Moria 16- 
		 
80	4,000 100 pt. Followers	(Orcs) 
		 
40	Package,"Whip",OAF,personal focus	 
(25)	5D6 Entangle 
(15)	8D6 Energy Blast,beam attack,Linked,"Entangle" 
		 
50	Package,"Sword",OAF,unbreakable,personal focus 
(5)	2 Levels,related group	 
(30)	4D6 Killing Attack  HTH,vs physical defense 
(15)	8D6 Energy Blast,beam attack,Linked,"Killing Attack" 
 
Powers Cost: 664 
Total Cost: 944 
 
Base Points: 100 
15	Berserk,"When thwarted",uncommon,occur 11-,recover 11- 
25	Distinctive Features,"Balrog",not concealable,extreme 
10	Watched,"By Sauron",more powerful,noncombat influence, 
	 harsh,appear 8- 
15	Physical Limitation,"Cannot Leave Moria",infrequently,fully 
15	Psychological Limitation,"Hatred of Life",common,strong 
15	Psychological Limitation,"Supremely Confident",common,strong 
20	Reputation,"Fire Demon",occur 14-,extreme reputation 
729	Durin's Bane Bonus 
 
Disadvantages Total: 844 
Experience Spent: 0 
Total Points: 944 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"Melkor built his strength, and slept not, but watched and laboured; 
and the evil things he had perverted walked abroad, and the dark 
and slumbering woods were haunted by monsters and shapes of 
dread.  And in Utumno he gathered his demons about him, those 
spirits who first adhered to him in the days of his splendor, and  
became most like him in his corruption: their hearts were of fire, 
but they were cloaked in darkness, and terror went before them; 
they had whips of flame.  Balrogs the were named in Middle-Earth 
in later days." 
	The Silmarillion, p. 47. 
 
The Balrog has many names.  Demon of Might, Spirit of Fire, Durin's 
Bane, Valaraukar, the Terror.  It is all of these and more.  It is the last 
of the great fire demons that once served Melkor alongside Sauron, 
and rivals the Lord of the Rings in evil and power, if not in guile and 
wit. It is an enormous fire demon, wreathed in terror, fire and darkness, 
and bears a whip and sword, both surrounded in flame.   
 
The Balrog is a maia, like Gandalf or Sauron, but like Sauron, it has 
been seduced by the dark power of Melkor, and is now forever tied 
to its body of flame.  It is ages older than the oldest elf, and more 
powerful than the greatest dragon, a relic of days when the Valar 
walked upon Arda.   
 
The Balrog fled from the fall of Thandorodrim and the downfall of Melkor 
at the end of the first age, and hid itself beneath the earth, where it slept 
for more than 5,400 years until the year Third Age 1931, when dwarves 
of Khazad-dum tunneled into its chamber and awakened it.  It slew them 
all, including King Durin VI, and drove their remnants out.  The dwarven 
kingdom has since become The Dark Realm, Moria, and infested with 
orcs. 
 
The Balrog ruled this kingdom for more than one thousand years until 
the coming of the Fellowship of the Ring in 3019.  The Balrog confronted 
the Fellowship on the great Durin's Bridge.  Gandalf  struggled with the  
Balrog while the Fellowship escaped through the Eastern Gates.  The 
struggle of the two maiar broke the bridge, and they tumbled down  
the great chasm into the bowels of Arda, where they fought throughout 
Moria, from the uttermost root of stone, up the Endless Stair to Durin's 
Tower on the highest peak of Mount Celebdil, and there they slew each 
other. The Balrog's body broke the mountainside when it landed. 
 
NOTES: 
 
The Balrog is unbelievably powerful, something not to be fought by mortal 
man.  Gandalf is by his own admission the most dangerous thing in Middle 
Earth, other than Sauron.  And the Balrog killed him.  Luckily, death isn't 
a permanent state for a maia, at least not one on good terms with the Valar. 
 
In The Silmarillion, one elf-lord manages to take on a balrog, but he was one 
of the oldest and toughest beings  in existence.  And he died doing it. 
 
There was a lot I agonized over putting in (Knowledge skills - sure he's 
got 'em, but you, my friend, are never going to see him -use- them.  He  
really isn't big on the idea of guests.) 
 
The Berserk disadvantage is not based on anything in the novels, just 
on my impression that a demon of fire and might would tend to be testy 
at being thwarted for the first time in 6,000 years. 
 
The Watched disadvantage is also a guess, but can you really imagine 
that Sauron is -not- going to watch the one creature that could successfully 
give him a run for his money in the Dark Lord of Middle-Earth business? 
 
The Physical Limitation is a lie.  The Balrog -can- leave Moria, but he 
never, ever does. 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"I distrust all systematizers, and avoid them.  The will to 
a system shows a lack of honesty." 
        Nietzsche, Twilight of the Idols 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 02:26:31 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
> Under Rat's thinking you should be able to, in a 12 DC campaign, take  
>  
> 60  12d6 EB 
> 60   6d6 Flash 
>  
> but only be able to use 12 DC's worth total, between both attacks. 
>  
> I say that's poppycock.  If you paid the points, you should be able 
> to fire them both, at full power.  That's where the Elemental Control 
> becomes limiting (and thus worth the 50% point savings): you can't 
> make attack powers go off together.  Like over-half-reserve ultra slots 
> in Multipowers. 
 
	Yes, yes, I see it now.  Why have any sort of campaign guidelines 
or limits?  Who needs restrictions on AP or DC?  If someone pays the 
points for the power, they get to use it.  It couldn't be simpler, could 
it? 
 
	Sheesh. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 02:04:15 -0800 
From: Max Callahan <mcallahan@home.com> 
Subject: An idea I was given about speed 
 
So I was explaining my problems with speed to one of my friends (think 
about how that sounds for a moment), and he gave me the answer. 
Each player gets a bag, into the bag go 12 equaly sized chits numbered 1 
thru 12, each segment each player pulls a chit out of the bag, if the 
number on the chit is one of their action phases then they get to act that 
segment. 
Thus a character gets to act exatly their Speed in actions per turn, so one 
one gets cheated for phases (and no one gets bonus phases) and while the 
segments any given character act on are randon there is a predective 
element (if it's seg 8 and that speed 3 character has only gotten of 1 
action then it's a good bet he'll go real soon , and on the other hand if 
it's seg 5 and the speed 3 character has allready gone twice then it's 
prety safe to try hawmakering him. 
Of course, on the down side  keeping track of 10  to 15 gangmembers under 
this system would be a pain in the ass (which punks bag was this). 
So what do y'all think of this one. 
 
	Max "I have a problem with speed" Callahan 
 
------------------------------ 
 
Date: Fri, 15 Jan 1999 18:49:09 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: An idea I was given about speed 
 
>So I was explaining my problems with speed to one of my friends (think 
>about how that sounds for a moment), and he gave me the answer. 
>Each player gets a bag, into the bag go 12 equaly sized chits numbered 1 
>thru 12, each segment each player pulls a chit out of the bag, if the 
>number on the chit is one of their action phases then they get to act that 
>segment. 
>Thus a character gets to act exatly their Speed in actions per turn, so one 
>one gets cheated for phases (and no one gets bonus phases) and while the 
>segments any given character act on are randon there is a predective 
>element (if it's seg 8 and that speed 3 character has only gotten of 1 
>action then it's a good bet he'll go real soon , and on the other hand if 
>it's seg 5 and the speed 3 character has allready gone twice then it's 
>prety safe to try hawmakering him. 
>Of course, on the down side  keeping track of 10  to 15 gangmembers under 
>this system would be a pain in the ass (which punks bag was this). 
 
Well, a couple things: don't bother to keep track of it seperately for the 
punks; treat them as one entity for sequence.  I've never found it worthwile 
differentiating initiative on thugs. 
 
A similar result can be generated just by rolling a bunch of random phase 
distributions for the common speeds in advance, and not telling people about 
them.  Of course _you'll_ know. 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 06:47:50 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Character: The Balrog (And you thought Aragorn was  controversial!) 
 
At 02:54 AM 1/16/1999 -0500, Scott Nolan wrote: 
>THE BALROG 
>The Physical Limitation is a lie.  The Balrog -can- leave Moria, but he 
>never, ever does. 
 
Then it's a Psych Lim, at the Total level. 
 
Damon 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 06:53:22 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
At 02:26 AM 1/16/1999 -0600, Tim Gilberg wrote: 
> 
>> I say that's poppycock.  If you paid the points, you should be able 
>> to fire them both, at full power.   
> 
>	Yes, yes, I see it now.  Why have any sort of campaign guidelines 
>or limits?  Who needs restrictions on AP or DC?  If someone pays the 
>points for the power, they get to use it.  It couldn't be simpler, could 
>it? 
 
Absolutely.  If you paid the points and the GM *approved the character* you 
should certainly get to use what you paid for. 
 
Campaign guidelines and limits are a good thing; AP and DC restrictions are 
a good way to structure some of those limits.  But they *don't* suddenly 
come into play in the middle of a game.  They need to be enforced when the 
character is built.  A GM who allowed me to spend extra points for 
something he would not subsequently allow me to *use* would seriously tick 
me off. 
 
Damon 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 07:28:49 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Character: The Balrog (And you thought Aragorn was  controversial!) 
 
At 02:54 AM 1/16/1999 -0500, Scott Nolan wrote: 
>The Balrog is unbelievably powerful, something not to be fought by mortal 
>man.  Gandalf is by his own admission the most dangerous thing in Middle 
>Earth, other than Sauron.  And the Balrog killed him.  Luckily, death isn't 
>a permanent state for a maia, at least not one on good terms with the Valar. 
 
What's the reference for Gandalf's "admission" here?  He was delayed 
getting to Frodo's party and tells Frodo he was a prisoner of the Giant 
Treebeard for "many weary days".  In response to Frodo's surprise that 
Galdalf could be made a captive, Gandalf replies: 
 
"There are many powers greater than mine, for good and evil, in the world." 
 
This seems in conflict with the characterization of Gandalf as the 
second-most powerful entity in Middle-Earth. 
 
Damon  
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 08:58:26 EST 
From: llwatts@juno.com (Leah L Watts) 
Subject: Multiform questions 
 
I don't usually run characters with Multiform, but for a character I'm 
working on it looks like an option (and much cleaner than buying powers 
and half her stats OIHID). 
 
1)  The way I'm reading the description, while the different forms of a 
character with Multiform can have different personalities, they all have 
the same memories -- i.e. when Santiago Villagatos joined the Champions, 
Jaguar knew about it.  How would people handle a character who's forms 
didn't have full access to those joint memories?  A physical (or psych) 
lim on the form that doesn't have full access, or a limitation on the 
Multiform? 
 
(What I'm going for here is a heroic twist on "Dr. Jekell and Mr. Hyde".  
The normal ID has full awareness of what the hero ID is up to, but the 
hero ID is foggy on what skills and abilities the normal ID possesses.)  
(This of course assumes the GM will allow this twist :) . ) 
 
2) "The new form should be built with the same guidelines as the base 
character.  For example, if the base character starts with 100 points and 
a maximum of 150 points of Disadvantages, the new form would start with 
these same guidelines."  What if the new form (in this case, the normal 
ID) really _shouldn't_ be built on that many points?  Do you just ignore 
some of the base points? 
 
Leah 
 
___________________________________________________________________ 
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------------------------------ 
 
Date: Sat, 16 Jan 1999 10:38:35 -0500 
From: "Scott A. Colcord" <sacolcor@ic.net> 
Subject: RE: Character: The Balrog (And you thought Aragorn was  controversial!) 
 
>> The Balrog is unbelievably powerful, something not to be  
>> fought by mortal man.  Gandalf is by his own admission the 
>> most dangerous thing in Middle Earth, other than Sauron.   
>> And the Balrog killed him.  Luckily, death isn't a permanent 
>> state for a maia, at least not one on good terms with the Valar. 
>  
> What's the reference for Gandalf's "admission" here?  He was  
> delayed getting to Frodo's party and tells Frodo he was a prisoner 
> of the Giant Treebeard for "many weary days".  In response to  
> Frodo's surprise that Galdalf could be made a captive, Gandalf  
> replies: 
>  
> "There are many powers greater than mine, for good and evil,  
> in the world." 
>  
> This seems in conflict with the characterization of Gandalf as the 
> second-most powerful entity in Middle-Earth. 
 
Umm, it might be time to dust off those books and give them another 
read.  The quote from Gandalf was from "The Two Towers", chapter 5, 
speaking to Gimli: 
 
"Dangerous!", cried Gandalf.  "And so am I, very dangerous:  more 
dangerous than anything you will ever meet, unless you are brought 
alive before the seat of the Dark Lord."  
 
Gandalf's imprisonment was at the hands of Saruman, not Treebeard. 
(Treebeard was one of the good guys!).  At the time Gandalf said 
that "There are many powers greater than mine, for good and evil,  
in the world.", Saruman was still more powerful than he.  That 
changed after Gandalf died and was resurrected.  Note also that  
the quote states that he's the most dangerous thing they'll ever 
meet...there are other powers in the world (the Valar), that are 
far more powerful. 
 
	----Scott 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 11:22:13 -0500 
From: "Scott A. Colcord" <sacolcor@ic.net> 
Subject: RE: Character: The Balrog (And you thought Aragorn was controversial!) 
 
> THE BALROG 
  
<snip> 
 
> 36	Desolidification,Only to Fire, 0 END Persistent,Always On 
 
I probably wouldn't allow taking both 'Only to Fire' and  
'Always On' for points; how does 'Always On' provide any  
additional limitation? 
 
> 80	4,000 100 pt. Followers	(Orcs) 
 
These are pretty beefy orcs; even the "Greater Orc" from 
FH was only base 50 pts.  Of course, it's got some ~150 point 
trolls too, so perhaps it averages out. 
 		 
> 15	Physical Limitation,"Cannot Leave Moria",infrequently,fully 
 
As Damon noted, this should probably be a Psych Lim. 
 
	----Scott 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 11:06:14 -0500 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Bad Habits of Poor Gamers 
 
BAD HABITS OF POOR GAMERS or LIMITATIONS OF CHAMPIONS MECHANICS 
 
This is partly ranting, and partly looking for solutions.  
 
I've started a list of some of the things that really annoy me about 
Champions -- or rather I should say, really annoy me about Champions 
players.  Some of these things can be addressed through optional  
rules mentioned in the BBB, but I'm more interested in whether others 
have seen the same things, and how you handle it.  (Feel free to add 
to the list.) 
 
*  Firing near an innocent bystander because Champions mechanics say 
   that you'll never hit him. 
    
   OK ... you could use the rule that a missed shot goes somewhere 
   nearby, and roll a die to see where it went.  But most players  
   will play the odds -- especially with a high OCV -- that the  
   bystander will not get hit.  Face it ... Would Detective Riggs 
   fire on the bad guy if he was holding Murdoch's daughter hostage? 
   All right.  Maybe that was a bad example. 
 
*  Hitting an opponent with killing level damage because chances are 
   the dice will come up in your favor. 
 
   This especially applies to players who take the Code Against  
   Killing disad (apparently just for the points), but still have no  
   problems using the big guns.  "It's almost impossible to actually 
   kill someone in Champions, and besides, I'd have to roll all 5s 
   and 6s." 
 
*  Ignoring a down team member because you know that he's only at -10 
   and will be up again after post-segment-12. 
  
   In the movies, when your partner gets hit, you rush to help him 
   out.  At least until he protests weakly, "I'm ok.  Go get the  
   mad scientist!"  I suppose one way of handling it is never to  
   tell anyone your Stun level. 
 
*  Exposing an innocent with an Ego or Stun Only blast because it  
   doesn't really do any damage. 
 
   Let's say you've got an area effect stun grenade.  The bad guys 
   have been considerate enough to group themselves together, but 
   darn it if there isn't a pregnant mother walking into your target 
   radius.  "Oh well ... She'll be fine after she recovers her stun." 
 
*  Shrugging off damage to the tune of 8 BODY because you still have 
   2 BODY left and that's enough to keep the battle going. 
 
   Sure, it's one thing to heroically claim "I'm hurt bad ... but  
   I still have to save the world!"  It's another to have your  
   enemy take you down to 2 Body, and still perform your acrobatic 
   maneuvers like an expert.  Minuses on all your skill rolls? 
 
 
 
 
 
          ****************************************************** 
           Live fast!   Love hard!   And Die with your mask on! 
          ****************************************************** 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 07:57:14 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: A seriously weird modification to Speed 
 
At 04:20 PM 1/15/99 -0800, Christopher Taylor wrote: 
>The only wierd modification I have started to use for Speed isnt much of 
>one at all.  I have a nice collection of precious gem dice and polyhedrals 
>from the good ol days of the late 1970s and early 80s that sits unused in 
>my dice box.  So I pulled out a lonely D12 and started using it as a 
>randomizer for what phase combat starts in.  Instead of starting on phase 1 
>(or phase '0' that the rules call for)... You get a random phase to begin 
>with, who knows what.  This seems to work well for mixing things up and 
>sometimes hey! that Brick gets to move right away! :) 
> 
>An alternate of this would be to start on the first phase that the 
>character with the highest DEX acts on, to represent their swift reaction 
>to hostilities.  Never done this though, actually I just thought of it as I 
>was typing. 
 
   On that latter basis, I've always started on Phase 0, with no Post-12 
after it, allowing only those who are not "surprised" to act.  (If it's an 
ambush, for instance, only the ambushers get this Phase 0, while the 
ambushees have to wait for their normal Phases.)  I've found this works 
both logically and smoothly. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 07:51:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Multiform questions 
 
At 08:58 AM 1/16/99 EST, Leah L Watts wrote: 
>I don't usually run characters with Multiform, but for a character I'm 
>working on it looks like an option (and much cleaner than buying powers 
>and half her stats OIHID). 
> 
>1)  The way I'm reading the description, while the different forms of a 
>character with Multiform can have different personalities, they all have 
>the same memories -- i.e. when Santiago Villagatos joined the Champions, 
>Jaguar knew about it.  How would people handle a character who's forms 
>didn't have full access to those joint memories?  A physical (or psych) 
>lim on the form that doesn't have full access, or a limitation on the 
>Multiform? 
> 
>(What I'm going for here is a heroic twist on "Dr. Jekell and Mr. Hyde".  
>The normal ID has full awareness of what the hero ID is up to, but the 
>hero ID is foggy on what skills and abilities the normal ID possesses.)  
>(This of course assumes the GM will allow this twist :) . ) 
 
   I'd call this a Physical Limitation (Frequent, Greatly Limiting).  It's 
not Totally Limiting IMO because you only say that the Hero ID is "foggy" 
regarding the normal ID. 
 
>2) "The new form should be built with the same guidelines as the base 
>character.  For example, if the base character starts with 100 points and 
>a maximum of 150 points of Disadvantages, the new form would start with 
>these same guidelines."  What if the new form (in this case, the normal 
>ID) really _shouldn't_ be built on that many points?  Do you just ignore 
>some of the base points? 
 
   I'd count those guidelines as being the maximum.  If the new form is a 
Talented Normal with 50 base points and 50 points in Disdvantages, then it 
should only cost 20 points, not the full 50 for a 250-point form.  (As per 
the Captain Zoology examples.) 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 12:16:33 -0500 
From: "B.C. Holmes" <bcholmes@interlog.com> 
Subject: Re: Bad Habits of Poor Gamers 
 
Mike Christodoulou wrote: 
>  
> *  Hitting an opponent with killing level damage because chances are 
>    the dice will come up in your favor. 
>  
>    This especially applies to players who take the Code Against 
>    Killing disad (apparently just for the points), but still have no 
>    problems using the big guns.  "It's almost impossible to actually 
>    kill someone in Champions, and besides, I'd have to roll all 5s 
>    and 6s." 
 
	In a V&V campaign, I once set up (or, rather, the mad scientist set up) 
a situation where one of the bad guys had almost nothing in the way of 
defenses or Hit Points and Power (comparable to BODY and END) -- the 
process that the mad scientist used to give the baddie super powers 
weakened his body.  I did this because two team members, who almost 
always had the first move, and who each had disintigration rays, would 
coordinate their first attacks on the same villain (good strategy, but 
sucky ethics).  They had so many modifiers to hit and to damage, that 
their first shots generally caused significant damage to the bad guys. 
 
	And that one time, the bad guy was vapourized.  With TV crews nearby, 
and the whole thing caught on a nearby security camera.  Got the heroes 
in a lot of trouble.  (At the hearing, the bad guy's younger sister 
screamed at them: "He was a good kid who fell in with the wrong crowd!  
He was *trying* to straighten up his life, and you killed him!") 
 
	They did actually learn from that lesson. 
 
 
BCing you 
- ----+----+----+----+----+----+----+----+----+----+----+----+----+----+-- 
B.C. Holmes                           http://www.interlog.com/~bcholmes/ 
"Now I'm where I want to be and who I want to be and doing what they  
 always said I wouldn't, yet I feel I haven't won at all." 
                                 - _Chess_ 
 
------------------------------ 
 
Date: Sat, 16 Jan 1999 12:04:40 -0500 
From: "Ronald A. Miller" <rabmiller@email.msn.com> 
Subject: Re: Bad Habits of Poor Gamers 
 
Well, Mike it looks like you'd be happier if you kept the players more in 
the dark on what the outcome of each roll is.  If you do this, they can't 
possibly know just what score will hit the opponent and which will "go wide" 
and threaten Grandma Hostage...  You can also predetermine in your mind just 
how 'reckless' a reckless attack would be and assign penalties/bonuses for 
the chance of hitting nearby targets other than the one intended.  Sounds 
complicated, but it can be done on the fly.  Put those "heroes" in their 
place! 
 
The bookkeeping as far as BOD, STN and END could also be handled by you so 
that each player doesn't know just how badly they're hurt.  I've had to do 
this and it works well.  More mature role-players will even welcome this 
level of secrecy, but it can lend to a more 'diceless' form of play. 
 
I'm still new to this list, but I can't believe how munchkiny some of you 
guys are in terms of combat.  Two attacks per phase?  PLEASE!  But I 
digress. 
 
My two cents, 
Miller 
 
- -----Original Message----- 
From: Mike Christodoulou <Cypriot@concentric.net> 
To: Champions Discussion List <champ-l@sysabend.org> 
Date: Saturday, January 16, 1999 11:53 AM 
Subject: Bad Habits of Poor Gamers 
 
 
>BAD HABITS OF POOR GAMERS or LIMITATIONS OF CHAMPIONS MECHANICS 
> 
>This is partly ranting, and partly looking for solutions. 
> 
>I've started a list of some of the things that really annoy me about 
>Champions -- or rather I should say, really annoy me about Champions 
>players.  Some of these things can be addressed through optional 
>rules mentioned in the BBB, but I'm more interested in whether others 
>have seen the same things, and how you handle it.  (Feel free to add 
>to the list.) 
> 
>*  Firing near an innocent bystander because Champions mechanics say 
>   that you'll never hit him. 
> 
>   OK ... you could use the rule that a missed shot goes somewhere 
>   nearby, and roll a die to see where it went.  But most players 
>   will play the odds -- especially with a high OCV -- that the 
>   bystander will not get hit.  Face it ... Would Detective Riggs 
>   fire on the bad guy if he was holding Murdoch's daughter hostage? 
>   All right.  Maybe that was a bad example. 
> 
>*  Hitting an opponent with killing level damage because chances are 
>   the dice will come up in your favor. 
> 
>   This especially applies to players who take the Code Against 
>   Killing disad (apparently just for the points), but still have no 
>   problems using the big guns.  "It's almost impossible to actually 
>   kill someone in Champions, and besides, I'd have to roll all 5s 
>   and 6s." 
> 
>*  Ignoring a down team member because you know that he's only at -10 
>   and will be up again after post-segment-12. 
> 
>   In the movies, when your partner gets hit, you rush to help him 
>   out.  At least until he protests weakly, "I'm ok.  Go get the 
>   mad scientist!"  I suppose one way of handling it is never to 
>   tell anyone your Stun level. 
> 
>*  Exposing an innocent with an Ego or Stun Only blast because it 
>   doesn't really do any damage. 
> 
>   Let's say you've got an area effect stun grenade.  The bad guys 
>   have been considerate enough to group themselves together, but 
>   darn it if there isn't a pregnant mother walking into your target 
>   radius.  "Oh well ... She'll be fine after she recovers her stun." 
> 
>*  Shrugging off damage to the tune of 8 BODY because you still have 
>   2 BODY left and that's enough to keep the battle going. 
> 
>   Sure, it's one thing to heroically claim "I'm hurt bad ... but 
>   I still have to save the world!"  It's another to have your 
>   enemy take you down to 2 Body, and still perform your acrobatic 
>   maneuvers like an expert.  Minuses on all your skill rolls? 
> 
> 
> 
> 
> 
>          ****************************************************** 
>           Live fast!   Love hard!   And Die with your mask on! 
>          ****************************************************** 
 
------------------------------ 
 
End of champ-l-digest V1 #140 
***************************** 


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