Digest Archives Vol 1 Issue 146

From: owner-champ-l-digest@sysabend.org 
Sent: Monday, January 18, 1999 5:57 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #146 
 
 
champ-l-digest        Monday, January 18 1999        Volume 01 : Number 146 
 
 
 
In this issue: 
 
    Re: Bad Habits of Poor Gamers 
    Re: Bad Habits of Poor Gamers 
    Re: Another Odd Idea for Speed 
    More Triggered Questions 
    Re: Broken Kingdoms 
    Re: superleap attacks 
    Re: Bad Habits of Poor Gamers 
    Re: More Triggered Questions 
    Re: Character: The Balrog (And you thought Aragorn was    controversial!) 
    Re: Bad Habits of Poor Gamers 
    Re: Bad Habits of Poor Gamers 
    Re: CAK (was Bad Habits of Poor Gamers) 
    Re: Bad Habits of Poor Gamers 
    Re: Spirits (was Character: Barrow-Wight) 
    Re: Bad Habits of Poor Gamers 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Re: Bad Habits of Poor Gamers 
    Re: Bad Habits of Poor Gamers 
    Re: Bad Habits of Poor Gamers 
    Re: Campaign guidelines/Damage caps 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Camp Councilor 
    Re: Bad Habits of Poor Gamers 
    Re: Bad Habits of Poor Gamers 
    Re: Bad Habits of Poor Gamers 
 
---------------------------------------------------------------------- 
 
Date: Mon, 18 Jan 1999 10:32:33 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Bad Habits of Poor Gamers 
 
On Mon, 18 Jan 1999, Curt Hicks wrote: 
 
> I agree that 'in the context of normal superhero campaigns' this is true; 
> because in 'normal superhero campaigns' players always buy their defenses 
> up, regardless of whether or  not they actually have any justification to 
> or not.  (Note that I am not talking about common sense precautions such 
> as armor or a reinforced suit, that should be obvious when considering  
> power level.)  However, I still don't see the difference between starting off 
> with a 12D6 EB and a 4D6 RKA when a character has a CAK. 
 
Well, note that characters powers as such should not necessarily be 
affected by their choice of Disadvantages (except in cases like NCM/Age) - 
but the way they /use/ such power should be. 
 
IOW, a character with a CAK can have a 10d6 RKA for all I care (and if he 
has the points)...but he won't use it to kill people, or if it might kill 
people, etc. 
 
A character with CAK could carry a sword (HKA), and use it to disarm and 
humiliate his opponents (cutting their belts so their pants fall down, 
etc.)  Another character (with a slightly more lax version of the disad) 
might carry guns, but only use them to wound or cripple and not to kill. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 11:18:11 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Bad Habits of Poor Gamers 
 
At 08:55 AM 1/18/1999 -0600, Curt Hicks wrote: 
>I agree that 'in the context of normal superhero campaigns' this is true; 
>because in 'normal superhero campaigns' players always buy their defenses 
>up, regardless of whether or  not they actually have any justification to 
>or not.  (Note that I am not talking about common sense precautions such 
>as armor or a reinforced suit, that should be obvious when considering  
>power level.)  However, I still don't see the difference between starting off 
>with a 12D6 EB and a 4D6 RKA when a character has a CAK. 
 
On average a 12d6 EB will generate 12 BODY, and a 4d6 RKA will generate 14 
BODY; not much difference.  But the Normal (EB) Damage attack is affected 
by ordinary (non-resistant) PD or ED, and the RKA damage is not.   
 
A Competent Normal can be expected to have 5 PD (BBB p.134).  Hit such a 
character with the 12d6 EB attack and almost half of the damage is absorbed 
by the character's normal PD; assuming an average STUN total of 42, that 
character would be Out Cold and no longer an immediate threat -- no reason 
to beat up on him any longer.   
 
Hit the same target with a 4d6 RKA and *all 14 points* of BODY get through; 
the character is dying, and Paramedic rolls to assist him are at -2.  If 
assistance isn't available immediately, that character will be *dead* in 72 
seconds.   
 
How can you not see a difference between the two?  A Normal Damage attack 
and a Killing Damage attack of the *same* Damage Class only do equivalent 
damage against a target with resistant defenses. 
 
I do agree that characters with a CAK should err on the side of caution 
when selecting -- and certainly when using -- attacks, including 
non-Killing Attacks of potentially lethal power.  But the fact that 
significant Normal Damage will be absorbed by ordinary defenses gives the 
12d6 EB-wielder more leeway than the character with the 4d6 RKA. 
 
Damon 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 09:45:51 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Another Odd Idea for Speed 
 
From: Filksinger <filkhero@usa.net> 
 
<snip> 
>This increases bookkeeping, as I said, and anyone who says it is not in the 
>rules will be hit with a BBB (hardcover). Other comments/suggestions 
>welcome. 
 
Evidently, if I want comments, I shouldn't threaten people.:) 
 
Is it really that bad, that good, or that insignificant? 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 11:56:53 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: More Triggered Questions 
 
If I cast a Triggered power on something 3 times (for instance), and set 
them all to go off with the same trigger (for instance, when I say 
"Shazam!"), will they all go off on the same phase? Doesn't this interfere 
with the "one attack per phase" rule? 
 
- -------------------------------------------------------------------------- 
"For every expert there is an equal and opposite expert." 
- --Charles Fort 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 12:01:24 -0600 
From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
Subject: Re: Broken Kingdoms 
 
> From: bobby farris <redbf@ldd.net> 
>  
>         I am going to be starting a fantasy campaing using Broken 
> Kingdoms and wondered if anyone else has used the Broken Kingdoms 
> setting for a fantasy campaign? Does anyone have a map of it? All I have 
> is a VERY crude one. 
>         Does anyone have any helpful suggestions or neat little tricks 
> for runnging a fantasty campaign? 
>         ANY help will be greatly appreciated. Thanks. 
 
I don't have Broken Kingdoms, but I do have 12+ years of FH under my belt 
:-)  Could you be more specific about issues you might be concerned about.  
I could bore the list to tears with tricks and suggestions, but most of 
them will only apply to a limited set of Fantasy campaigns.  Why don't you 
tell us a little bit about how you see the campaign going:  Amount of 
combat, amount of magic, relative power of characters, type of fantasy 
(high, epic, gritty, etc.), and so on? 
 
Steven 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 11:38:49 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: superleap attacks 
 
At 06:21 AM 1/18/1999 -0800, Bob Greenwade wrote: 
>   Here's an alternate method that I just thought of: 
>   Buy Superleap, with the +1/4 Advantage Bouncable.  For each Skill Level 
>used, the character can strike something in mid-leap and change direction 
>(somewhat like the way Energy Blasts are Bounced). 
>   One could even add the Cumulative Advantage to this, and allow the 
>character to increase his Leaping by the amount of his Superleap with each 
>Bounce (and there you have Bouncing Boy!). 
>   It's probably a little tweakish, but it's also probably a good starting 
>point for finding the "right" way.  :-] 
 
Bouncing an Attack is a standard combat modifier (+1 to +3 OCV), applicable 
to any ranged attack and requiring one Combat Skill Level (applicable to 
that attack) per bounce.   
 
TUMA (p.118-120) gives some optional rules for Ranged Martial Arts. 
 
Why not just give the character a Savate manuever or two, built as Ranged, 
and enough CSLs with the maneuver(s) to allow as many bounces as the 
character wants.  Three levels, for example, should allow the character to 
bounce off two opponents before hitting the third (hit actual target, and 
the only one who will take damage from the attack). 
 
If the above maneuver could be combined with Sweep, the character could do 
damage on *each* bounce, affecting all three opponents. 
 
Damon 
 
|-----------------------------------------------------------| 
|************* Beware of geeks bearing .GIFs ***************| 
|-----------------------------------------------------------| 
|Damon & Peni's homepages: http://www.txdirect.net/~griffin | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines  | 
|       Computers -- Gaming -- All Human Knowledge          | 
|-----------------------------------------------------------| 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 12:22:09 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Bad Habits of Poor Gamers 
 
At 10:32 AM 1/18/1999 -0600, Dr. Nuncheon wrote: 
>A character with CAK could carry a sword (HKA), and use it to disarm and 
>humiliate his opponents (cutting their belts so their pants fall down, 
>etc.)  Another character (with a slightly more lax version of the disad) 
>might carry guns, but only use them to wound or cripple and not to kill. 
 
This strikes me as naive (not on your part, but on the part of the 
character you describe here), but if that naivete was in keeping with the 
rest of the character's description, I guess I'd allow it.  The player 
should be prepared for the consequences, though. 
 
I am not on a rant against guns, nor in favor of greatly increased gun 
control, but a realistic viewpoint is called for when you choose to use a 
gun.  Simply playing the odds isn't good enough, and almost guarantees that 
eventually someone you point you weapon at *will* die, regardless of your 
intent.  The character does not have 100% accuracy  with aim, cannot 
anticipate all possible variables in combat, and cannot predict with 
complete reliability the defenses of his target. 
 
I really believe that guns (all Killing Attacks, I just use the gun as a 
convenient example) should be treated as follows: 
 
1. ALWAYS assume the gun is loaded.  Treat it as if it is, even if you're 
"sure" it isn't.  (No, this doesn't mean you should enter combat without 
checking to see that your ammo is in place.) 
2. NEVER draw the weapon unless you intend to use it. 
3. NEVER point the weapon unless you intent to shoot that person. 
4. NEVER shoot at someone unless you are prepared to kill that person 
(killing that person need not be your intent, but if you aren't prepared 
for the possibility, don't bother drawing your weapon.) 
 
I would require a character with an Intensity modifier of +5 or better to 
live by the above stricture.  A character with a +10 modifier would try to 
make sure everyone around him did, too. 
 
A character who thinks he'll always be able to "shoot to wound" is 
eventually going to get a nasty shock.  Hopefully in the form of a felony 
conviction, with jail time and the loss of the right to carry a weapon 
after his release. 
 
Damon 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 12:50:24 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: More Triggered Questions 
 
At 11:56 AM 1/18/1999 -0600, Guy Hoyle wrote: 
>If I cast a Triggered power on something 3 times (for instance), and set 
>them all to go off with the same trigger (for instance, when I say 
>"Shazam!"), will they all go off on the same phase? Doesn't this interfere 
>with the "one attack per phase" rule? 
 
I can see where you'd rather not allow this for attack Powers, but what 
about other sorts of things?  Should I not be able to go around to each 
entrance of my castle and set an Entangle-based trap with a Trigger at each 
entrance?  It is, of course, unlikely they'd all go off at the same time, 
even though they'd all have the same Trigger (when someone comes through 
the door).  Trigger needs to have the same parameters no matter what type 
of Power it's applied to. 
 
Earlier it was suggested that you not be able to use the Power again until 
the Trigger is tripped on the first one you set.  That wouldn't allow me to 
set multiple traps around the castle, so I don't like that. 
 
END is paid for the Power when the Trigger is set.  Suppose the character 
could not recover those END points until the Trigger was tripped?  That 
won't automatically keep multiple attacks from going off in the same phase, 
but it will limit the strength and number of such attacks. 
 
Damon  
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 13:54:36 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Character: The Balrog (And you thought Aragorn was    controversial!) 
 
At 12:08 AM 1/18/99 -0800, you wrote: 
>At 02:28 AM 1/18/99 -0500, you wrote: 
>>>> 48      4D6 Killing Attack  HTH,"Claws",vs physical defense,Reduced 
>>>>         Penetration 
>>> 
>>>       Gods!!  This thing is doing 7 1/2 dice killing!!  With sword or 
>>>without.  At the cost of 11 endurance a swing. 
>> 
>>It is the Balrog.  'nuff said.  
> 
>Thats why I was a bit mystified that someone said it was underpowered.  I 
>dont know what kind of hero games HE plays but that would totally 
>obliterate any PC in MY Fantasy Hero game.... shrugging 
 
Right.  I might actually up it to 50% Damage Reduction in the final 
write-up.  To enter into a superhero game, he'd need higher resistant, 
hardened defenses to keep his nasty rep. 
 
>by the way, thanks for straightening me out about Istari and stuff, I never 
>knew thata bout them :)  Comes from reading the Silmarilian in Junior High, 
>oh my thats a while ago 
 
Me, too.  I read it in 8th grade, about 20 years ago.  I just make a point of 
re-reading every few years.  I always notice something new!  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"All are but parts of one stupendous whole, 
whose body Nature is, and God the soul." 
        Alexander Pope, An Essay on Man 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 11:33:11 -0800 
From: Lizard <lizard@dnai.com> 
Subject: Re: Bad Habits of Poor Gamers 
 
Your recommendation makes sense in a 'realistic' universe. However, in 
a cinmeiac universe, this is not the case. Cinematic heroes CAN always 
shoot to wound, do 'stunt shots', etc. 
 
Rules should enforce genre, not reality. 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 12:59:06 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Bad Habits of Poor Gamers 
 
 From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
 
> On average a 12d6 EB will generate 12 BODY, and a 4d6 RKA will generate 14 
> BODY; not much difference.  But the Normal (EB) Damage attack is affected 
> by ordinary (non-resistant) PD or ED, and the RKA damage is not.   
>  
> A Competent Normal can be expected to have 5 PD (BBB p.134).  Hit such a 
> character with the 12d6 EB attack and almost half of the damage is absorbed 
> by the character's normal PD; assuming an average STUN total of 42, that 
> character would be Out Cold and no longer an immediate threat -- no reason 
> to beat up on him any longer.   
>  
> Hit the same target with a 4d6 RKA and *all 14 points* of BODY get through; 
> the character is dying, and Paramedic rolls to assist him are at -2.  If 
> assistance isn't available immediately, that character will be *dead* in 72 
> seconds.   
>  
> How can you not see a difference between the two?  A Normal Damage attack 
> and a Killing Damage attack of the *same* Damage Class only do equivalent 
> damage against a target with resistant defenses. 
>  
 
These are all valid points.  However they are also all based on mechanics, 
not in-character experience with the power.  I think it quite possible that 
a character might not know whether his 'Meson Blast' is a 'killing attack' 
and bypasses 'non-resistant' defenses, or an 'energy blast' with even  
Joe Normal having some innate resistance.   
 
But I do agree about the defenses thing.  I missed that.  
 
> I do agree that characters with a CAK should err on the side of caution 
> when selecting -- and certainly when using -- attacks, including 
> non-Killing Attacks of potentially lethal power.  But the fact that 
> significant Normal Damage will be absorbed by ordinary defenses gives the 
> 12d6 EB-wielder more leeway than the character with the 4d6 RKA. 
>  
> Damon 
>  
 
OK.   
 
Curt 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 14:34:51 -0500 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: CAK (was Bad Habits of Poor Gamers) 
 
At 10:32 AM 1/18/99 -0600, Dr. Nuncheon wrote: 
>A character with CAK could carry a sword (HKA), and use it to disarm and 
>humiliate his opponents (cutting their belts so their pants fall down, 
>etc.)  Another character (with a slightly more lax version of the disad) 
>might carry guns, but only use them to wound or cripple and not to kill. 
 
 
Well, I might take exception on that last part (A player would have a  
hard time convincing me to accept that.), but in general you're right. 
 
I have a character with an overdeveloped CAK, but who knows a martial 
killing maneuver.  (Technically, it's just a very powerful AP attack.) 
He simply won't use it against a living being.  He tried it once, and 
very nearly killed his opponent, and won't ever risk that again.  (Ok 
... In fairness, it wasn't the blow that almost killed him.  It was  
reverting back to human form and falling off a 60mph truck.) 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 14:31:54 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Bad Habits of Poor Gamers 
 
At 11:33 AM 1/18/1999 -0800, Lizard wrote: 
>Your recommendation makes sense in a 'realistic' universe. However, in 
>a cinmeiac universe, this is not the case. Cinematic heroes CAN always 
>shoot to wound, do 'stunt shots', etc. 
> 
>Rules should enforce genre, not reality. 
 
Point taken, but if you'll permit the nitpick:  *Genre* rules should 
enforce the genre; core rules should apply equally to all types of campaign 
unless superceded by a genre sourcebook.   
 
If we're all discussing, specifically, how CAK should be handled in a 
Cinematic Hero game -- rather than how CAK should be handled within the 
broader Hero System -- I'll withdraw my comments. 
 
Damon 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 11:04:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Spirits (was Character: Barrow-Wight) 
 
At 08:39 AM 1/18/99 -0800, Christopher Taylor wrote: 
>>Hey Scott...? 
>> 
>>Did you maybe forget something important here? 
>> 
>>Like... his desolid?  (or were you just donating all of those extra 
>>'affects real world' points?) 
> 
>No he's using the spirit rules, which I really dislike.  Really really 
>dislike, and hope they leave out of the system.  They arent needed and make 
>there to be two classes of characters (oh joy, back to the pre 4th edition 
>rules). 
 
   There are already more than two classes of characters (in this sense of 
the word "class") in 4th Ed.  You have your regular characters, and your 
Automatons.  Add in computers, AIs, Vehicles (and in TUV I expand this to 
also include computerized and self-aware Vehicles), and even Bases. 
Throwing Spirits into the mix as yet another entity type (as I call them) 
wouldn't hurt things that badly. 
- --- 
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: Mon, 18 Jan 1999 14:39:42 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Bad Habits of Poor Gamers 
 
At 12:59 PM 1/18/1999 -0600, Curt Hicks wrote: 
>These are all valid points.  However they are also all based on mechanics, 
>not in-character experience with the power.  I think it quite possible that 
>a character might not know whether his 'Meson Blast' is a 'killing attack' 
>and bypasses 'non-resistant' defenses, or an 'energy blast' with even  
>Joe Normal having some innate resistance.   
 
Hmmm...yes, you're quite right.  Unless we're talking about a "mystery 
powers" game, the *player* can't help but know what kind of damage his 
character's attack can be expected to dish out.  But you could easily 
roleplay situations where the character didn't know the parameters of his 
own abilities.   
 
This is in fact very appropriate for the follow up to many character origin 
stories.  Many campaigns skip from "lab accident" (background history) to 
"full-fledged costumed superhero with a rep and two hunteds" (first game), 
but for those who roleplay the Year One stuff, there's no reason most 
heroes *should* know exactly what they're capable of at that point. 
 
Damon 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 10:59:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
At 11:04 AM 1/18/99 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    To forbid the second character from using his Aid on the first *for no 
>BG> reason other than campaign point caps* is unfair, illogical, and 
violation 
>BG> of genre. 
> 
>It is fair and logical to allow some characters in a 12DC campaign to have 
>24d6 Energy Blasts and 8d6 Killing Attacks, but not others. 
> 
>I will remember that next time you tell me that one of my interpretations 
>is grotesque. 
 
   Remember too, though, what I said (and you snipped, for the sake brevity 
I assume) about checking these things at the time of character creation. 
   That said, if you manager get your hands on a copy of TUV at a store or 
something (it's probably too much to ask you to actually buy a copy), look 
up "Mega-Attacks" in Chapter One (assuming Bruce and Steve don't snip it) 
for my take on how a 24d6 Energy Blast or 8d6 Killing Attack in a 12DC 
campaign can be perfectly reasonable. 
- --- 
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: Mon, 18 Jan 1999 14:07:11 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
Rat writes: 
>> Given that I'm in the second camp, and Rat's in the first (with Tim?), 
>> do some of our disagreements now seem like cross-misinterpretations? 
> 
>You do misundersand, but you do not understand what it is you misunderstand. 
>There is only one camp: caps are tools GMs use to ensure that nothing 
>unbalances their campaigns.  They should be used during all aspects of the 
>game, not just character creation, not just during play. 
 
Does the existence of people outside The One True Camp not give rise to 
a *suspicion* that Your Opinion is not The Universal Opinion, Rat? 
 
Pushing, unusual maneuvers (haymakers, move-throughs, fastball specials), 
one-shot gadgets, ... all of these things have often been used to exceed 
the campaign DC caps of the thirty or so campaigns (ten or so groups of 
people) I've been in.  And some of these groups have included Hero authors, 
advisors and friends of GMD and SP, etc. 
 
If you build a character with two separate 12 DC attack powers (with 
compatible targeting), you have a character who can legally activate 24 
DC of attack powers.  Your GM is obligated, if he's running a 12 DC game, 
to tell you to "fix it" so you can't, or disallow the character. 
 
One way to "fix it" is to put a psychological limitation on the PLAYER, 
which says "oh, this is a 12 DC game -- of *course* I can't activate 
more than 12 DC of attack powers". 
 
BUT THIS IS ONLY ONE WAY, AND IT'S NOT NECESSARILY THE BEST WAY. 
 
In my opinion, putting the powers (if appropriate) into an Elemental 
Control will accomplish that.  You could even create a house rule that 
says "attack powers in different slots of an Elemental Control can go off 
together, but only up to a total number of DCs equal to the largest such 
power". 
 
Sheesh.  Please, quote out of the Holy Book where it says that DC caps 
should be enforced "during all aspects of the game"?  And then see how 
many people really consider the BBB to be holy scripture, instead of 
merely construction rules + campaigning guidelines... 
 
  Donald 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 05:13:18 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Bad Habits of Poor Gamers 
 
>I agree that 'in the context of normal superhero campaigns' this is true; 
>because in 'normal superhero campaigns' players always buy their defenses 
>up, regardless of whether or  not they actually have any justification to 
>or not.  (Note that I am not talking about common sense precautions such 
>as armor or a reinforced suit, that should be obvious when considering  
>power level.)  However, I still don't see the difference between starting off 
>with a 12D6 EB and a 4D6 RKA when a character has a CAK. 
 
Because the one expects to seriously injure and potentially kill some of his 
common opponents and the other doesn't?  My point was I if the CAK character 
walks into a situation and there's an obvious supervillain doing something, 
I wouldn't penelize him for tossing the 12D6 EB at him but I might well look 
at him askance if he opened up with the killing attack.  He has no reason to 
expect the former to be even dangerous to the target, let alone potantially 
lethal. 
 
Personally, I think buying defenses up some is quite in genre and being 
fussy about it within some sane limits is just chafing against the genre 
conventions.  Admittedly I tend to look askance at a martial artist with a 
20 PD without some rationale, but I don't even blink at a 12-16. 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 05:20:30 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Bad Habits of Poor Gamers 
 
> 
> From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
> 
>> On average a 12d6 EB will generate 12 BODY, and a 4d6 RKA will generate 14 
>> BODY; not much difference.  But the Normal (EB) Damage attack is affected 
>> by ordinary (non-resistant) PD or ED, and the RKA damage is not.   
>>  
>> A Competent Normal can be expected to have 5 PD (BBB p.134).  Hit such a 
>> character with the 12d6 EB attack and almost half of the damage is absorbed 
>> by the character's normal PD; assuming an average STUN total of 42, that 
>> character would be Out Cold and no longer an immediate threat -- no reason 
>> to beat up on him any longer.   
>>  
>> Hit the same target with a 4d6 RKA and *all 14 points* of BODY get through; 
>> the character is dying, and Paramedic rolls to assist him are at -2.  If 
>> assistance isn't available immediately, that character will be *dead* in 72 
>> seconds.   
>>  
>> How can you not see a difference between the two?  A Normal Damage attack 
>> and a Killing Damage attack of the *same* Damage Class only do equivalent 
>> damage against a target with resistant defenses. 
>>  
> 
>These are all valid points.  However they are also all based on mechanics, 
>not in-character experience with the power.  I think it quite possible that 
>a character might not know whether his 'Meson Blast' is a 'killing attack' 
>and bypasses 'non-resistant' defenses, or an 'energy blast' with even  
>Joe Normal having some innate resistance.   
 
I think he'll know pretty quickly once he's in the super arena.  And since 
in my opinion the mechanics reflect the in-game 'real world' properties of 
the abilities, most likely anyone but a raw newbie is quite aware of how 
deadly...or not...his attack is. 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 14:43:24 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Bad Habits of Poor Gamers 
 
On Mon, 18 Jan 1999, Michael (Damon) & Peni Griffin wrote: 
> At 10:32 AM 1/18/1999 -0600, Dr. Nuncheon wrote: 
> >A character with CAK could carry a sword (HKA), and use it to disarm and 
> >humiliate his opponents (cutting their belts so their pants fall down, 
> >etc.)  Another character (with a slightly more lax version of the disad) 
> >might carry guns, but only use them to wound or cripple and not to kill. 
>  
> This strikes me as naive (not on your part, but on the part of the 
> character you describe here), but if that naivete was in keeping with the 
> rest of the character's description, I guess I'd allow it.  The player 
> should be prepared for the consequences, though. 
> 
> I am not on a rant against guns, nor in favor of greatly increased gun 
> control, but a realistic viewpoint is called for when you choose to use a 
> gun. 
 
That, I think, depends heavily in the genre.  In a realistic game or a 
Dark Champs game, I completely agree.  In a four-color (or wilder) game, 
though, this sort of 'Pacifist Weapons Master*' is easily an appropriate 
character concept.  Of course, you should always make the character with 
the skills to back it up: I'd suggest they take several levels of OCV with 
'only to offset hit location penalties' for example (allows you to hit the 
hand as easily as the body). 
 
In fact, Batman's razor-edged batarangs have been brought up - he's used 
them to cripple foes before, yet he certainly has a Code Against Killing. 
Yet we don't get the impression that every time Batman uses them, he 
thinks 'I might kill that guy' - nor do we think that Batman's code is 
easily shrugged off.  I mean, in _Dark Knight Returns_, I recall him using 
the batarangs on a person - yet he is unable to bring himself to kill his 
arch-enemy the Joker.  Sounds like someone with a Total CAK using an RKA 
to me... 
 
J 
 
* - many thanks to S. John Ross for that term - it's used in his "Beyond 
the Grip of Realism" article, which is a set of Action-Movie advantages 
for GURPS.  http://www.io.com/~sjohn is the base URL...the article is on 
the 'Gunmetal Blue' page. 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 05:06:11 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Campaign guidelines/Damage caps 
 
>>I can't agree with this.  There is such a thing as following the letter 
>instead of the spirit of a rule, and I think spotting a loophole in what 
>the GM set up and using it against him without finding out if he considered 
>this was kosher is simple abuse of process, and ought to be smacked around. 
> It's often one of the worst signs of a compulsive power gamer. 
>> 
>>If the GM clearly wants to limit damages to the 12DC range, and sets 
>things up to do that, but through an oversight misses a way around it you 
>can regularly, what are you doing by utilizing that but making things hard 
>on him and moving against his desires for the campaign?  What excuse is 
>there for that? 
> 
>Actually, Wyane, I agree pretty much 100% with what you said here, and I 
>apologize if my earlier posts had given the impression I wouldn't. 
> 
>The point I was trying to make was that the players shouldn't be penalized 
>because the GM did any of the following things: 
> 
>1) Didn't bother to establish a DC cap or other campaign limits until 
>mid-game, at which point he decides on a limit that denies the character 
>full use of abilities he bought and paid for in good faith. 
> 
>2) Established a DC cap in his mind but didn't tell players what it was, or 
>that it existed.  Players would only find out during the course of the game 
>that they'd spent more points on attack Powers and combat abilities that 
>they'd be able to use. 
 
So far so good. 
 
> 
>3) Told players there was a 12 DC cap in place, but *not* explained where 
>the cap comes in.  This may give some players the idea that a 12d6 Normal 
>Damage, or 4d6 Killing Attack, is the maximum *base* attack damage, but is 
>still modifyable with combat manuevers such as Offensive Strike or 
>Haymaker; other players may assume that no combination of 
>attack/manuever/other bonus will *ever* allow damage beyond the 12 DC cap. 
>Either interpretation *could* be legitimate, so the GM should have made it 
>clear at the start which interpretation he'd use. 
 
I'm of two minds about this.  Yes, the GM should have clarified this.  I did 
in my Rule of X document.  But it's also the player's job to be sure, and 
his mouth isn't paralyzed, so he could ask rather than jumping to 
conclusions.  If he does, and guesses wrong, I consider him as much in the 
wrong as the GM here. 
 
 
> 
>None of this means I think it's okay for players to twist the GM's rulings 
>to allow things he or she *clearly* did not intend.  Players should 
>certainly obey the spirit of the GM's campaign rules, rather than the 
>letter, as long as (a) the GM does the same, and (b) the GM has made an 
>honest effort to inform the players of his or her intent. 
> 
>I can't help but feel that the onus for establishing the campaign 
>boundaries are on the GM, but it *is* hard to anticipate every possible 
>situation in advance.  Most [decent] players will cut the GM some slack if 
>they believe he's sincerely tried to keep them informed ahead of time, and 
>not let them waste points on abilities they'd have no chance to use in his 
>game.  As for complusive power gamers...not much can be done about them. 
>They'll always be looking for an angle. 
 
Sure, but a policy of "If the GM didn't say I couldn't do it, I can" feeds 
their worst habits. 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 13:46:43 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
Donald Tsang wrote: 
<Much snippage> 
 
> Sheesh.  Please, quote out of the Holy Book where it says that DC caps 
> should be enforced "during all aspects of the game"?  And then see how 
> many people really consider the BBB to be holy scripture, instead of 
> merely construction rules + campaigning guidelines... 
 
I for one have never put hard caps on my games, but generally go for 
a mid-range.  That way you have people with great damage, but lousy 
shots etc...  Occasionally you'll get the person that wants to push 
the envelope, so you guide them back to something reasonable.  Or you 
just let the average go up. 
 
In all my playing champions, I don't remember seeing Rat's ruling ever. 
 
- -Mark Lemming 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 16:55:08 -0500 
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
Subject: Camp Councilor 
 
This made me laugh. 
 
] >There is only one camp: caps are tools GMs use to ensure that nothing 
] >unbalances their campaigns.  They should be used during all  
] aspects of the 
] >game, not just character creation, not just during play. 
 
It's attitudes like this that lead to religious wars and ethnic cleansing. 
I'm so far out of this camp that I haven't bothered to comment until just 
now. In my camp, we laugh at AP maximums. I've never had AP maximums in any 
of my campaigns. The only thing that changes is that the campaigns get a 
little more dangerous. 
 
Mind you, most of the games I've ran have been FH games but even in a 
supahero genre, you find toadies with one off-balanced power they can only 
use at a full moon with the wind from the south. If you make those 
limitations count and lean on their weak spots, players stay in line. I had 
a player in my first champs game that [after a dozen sessions or so] had a 
110pt. multipower with an activation roll and full sideFX. Since his 
character was demonic in origin, his side effect was a summon that called up 
a couple of his old demonic secret police buddies to come and kill him. Once 
the multi got that big, he was afraid to use it, just in case he blew the 
roll. 
 
It's like I always say, 'If you wanted to be safe, you should have made a 
cobbler'. 
 
Aside from that, nobody in my games ever seems to want a code against 
killing. 
 
Right. That's it. I've buckled up my flame retardant underoos so fire away. 
BRI 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 14:04:24 -0800 
From: Darrin Kelley <backflash@mindspring.com> 
Subject: Re: Bad Habits of Poor Gamers 
 
    I agree 
 
Curt Hicks wrote: 
 
> >> From: Darrin Kelley <backflash@mindspring.com> 
> > 
> > Scott Bennie wrote: 
> > 
> > > I can see characters with a code vs. killing possessing a killing attack 
> > > (examples, Superman, and his heat vision; Batman and his sharp edged 
> > > batarangs). 
> > 
> >     Yes, I agree. But both Batman and Superman use those attacks in very careful 
> > manners. As should any character with a strong Code Against Killing. 
> > 
> >     But there have been all too many circumstances in Champions games where I 
> > have seen Killing Attacks used simply because of mechanical convenience. The 
> > "STUN lotto" comes immediately to mind.... 
> > 
> > 
> Use a fixed STUN multiple for the STUN lottery.  Actually, IMO ANY attack 
> should be used with care if you have a Code Against Killing.  There's not 
> much difference between 12D6 Energy Blast and 4D6 RKA to a normal. 
> 
> Curt Hicks 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 15:44:42 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Bad Habits of Poor Gamers 
 
> From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
>  
> At 12:59 PM 1/18/1999 -0600, Curt Hicks wrote: 
> >These are all valid points.  However they are also all based on mechanics, 
> >not in-character experience with the power.  I think it quite possible that 
> >a character might not know whether his 'Meson Blast' is a 'killing attack' 
> >and bypasses 'non-resistant' defenses, or an 'energy blast' with even  
> >Joe Normal having some innate resistance.   
>  
> Hmmm...yes, you're quite right.  Unless we're talking about a "mystery 
> powers" game, the *player* can't help but know what kind of damage his 
> character's attack can be expected to dish out.  But you could easily 
> roleplay situations where the character didn't know the parameters of his 
> own abilities.   
>  
The *player* can't help but know, but the *character* doesn't know. 
This might actually give some benefit to playing out 'lab testing' the 
use of your powers.  You have some justification for the *character* 
knowing that she has a more 'lethal' attack.  Otherwise, the character 
might only know that her Meson blast put a 2" hole in the brick wall. 
The thing is, you'd probably be testing your powers against inanimate 
objects and only know how it works against living creatures after much 
experience.  Unless the character is ruthless enough to gratuitously blast 
stuff. 
 
> This is in fact very appropriate for the follow up to many character origin 
> stories.  Many campaigns skip from "lab accident" (background history) to 
> "full-fledged costumed superhero with a rep and two hunteds" (first game), 
> but for those who roleplay the Year One stuff, there's no reason most 
> heroes *should* know exactly what they're capable of at that point. 
>  
I'm actually in an emerging powers game right now, and trying 
to roleplay this.  Vortex can 'dematerialize' things and then  
're-materialize' them somewhere else.  It took several sessions before he 
used the power on a living being, a dog, and longer before he used it on  
a person.  And this was after 'piping' computers and other electronic 
equipment and the like and then running diagnostic tests on them to see 
if they'd been affected in any way.  
 
Curt  
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 13:58:56 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Bad Habits of Poor Gamers 
 
From: Acid Rainbow <samael@clark.net> 
 
 
>On Sat, 16 Jan 1999 11:06:14 -0500, Mike Christodoulou 
><Cypriot@concentric.net> sent these symbols into the net: 
> 
>>BAD HABITS OF POOR GAMERS or LIMITATIONS OF CHAMPIONS MECHANICS 
> 
><snip> 
<snip> 
> 
>>*  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." 
>    IMNSHO, the pregnant woman's a bit of a straw man here. If there *is* 
>one in the crowd, make sure the players know it before-hand. It's extremely 
>unfair to have one pop up in the middle of the crowd after the hero lets 
>fly. 
 
I definitely disagree. Take a quick look at any crowd. Any pregnant women? 
Guess what, you probably can't tell if there are, and you _definitely_ 
cannot tell that there are not. Even obviously pregnant women are not going 
to be recognized as such if they aren't standing at the _front_ of the 
crowd, or at least can be seen to the waist. 
 
Any player who _assumes_ that there are no weak people in a crowd deserves 
what he gets, so long as the GM doesn't overwork it or do it maliciously. 
 
>BTW, this *is* why they developed rubber bullets, 'instant 
>banana-peel' tear gas, etc IRL. In other words, if an attack's bought 
>stun-only, it's meant to be something Our Hero can fire into a crowd 
>without fear of excessive casualties. 
 
Rubber bullets can kill. Tear gas can be bad for people with asthma, heart 
conditions, or pregnancy, as well as children and the elderly. 
 
If a nasty  but completely normal man were to were to use the "Pull your 
punch" maneuver, he could slowly beat the average person unconscious 
_without doing any body_. However, if he did this to a pregnant woman or 
someone with a weak heart, very bad results are not unreasonable. The same 
goes for STUN-only attacks. 
 
The problem here is defining "STUN-only". A person who inflicts so much pain 
that people pass out, and a person who causes people to become dizzy and 
pass out painlessly both have "STUN-only", but the possible side-effects are 
very different. I'd suggest making up good reasons why a pain inflicting 
STUN-only attack would be a good idea, and if the person requests it, then 
let him live with the consequences if he uses it on someone who can't take 
rough handling. 
 
Filksinger 
 
------------------------------ 
 
End of champ-l-digest V1 #146 
***************************** 


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