Digest Archives Vol 1 Issue 158

From: owner-champ-l-digest@sysabend.org 
Sent: Monday, January 25, 1999 8:33 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #158 
 
 
champ-l-digest        Monday, January 25 1999        Volume 01 : Number 158 
 
 
 
In this issue: 
 
    Re: A painful question 
    Re: A painful question 
    Re: A painful question 
    Re: A painful question 
    Re: Multipower Questions 
    Re: Levels and Limitations 
    Re: A painful question 
    Re: Multipower Questions 
    Re: [Entangles and Damage Sheild] 
    Re: A painful question 
    Re: [Contacts] 
    Re: Multipower Questions 
    Re: A painful question 
    Re: Multipower Questions 
    Re: Multipower Questions 
    Re: [Contacts] 
    Re: Levels and Limitations 
    How much damage should guns do. 
    Re: Levels and Limitations 
    Re: How much damage should guns do. 
    Re: How much damage should guns do. 
    Re: Multipower Questions 
    Re: How much damage should guns do. 
    Re: Multipower Questions 
 
---------------------------------------------------------------------- 
 
Date: Sun, 24 Jan 1999 14:11:19 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: A painful question 
 
At 02:28 PM 1/24/1999 -0500, thomas deja wrote: 
>The lowest I ever got in a low powered campaign was 1000+65....and the 
>characters I got back were highly competenat adventurers (this was a 
>Pulp campaign) who were easily the best in their fields....and it was 
>one of the best tabletop games I ever participated in. 
 
Hey, it's easy to be the best in your field when you have a 1000 point 
base.  ;) 
 
Boy, the images this conjures...1065 point pulp characters.  
 
"Doc Savage? the Shadow?  Wimps!  Mere Incompetent Normals compared to the 
PCs in our campaign."   
 
Typos can be so much fun... :) 
 
Damon 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 15:56:39 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Re: A painful question 
 
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Yes--I noticed after the fact that the 100 point base was typoed into 
something that defeated my argument..... 
 
"A trial without witnesses is like the Euro, a monetary system without 
the benefits of paper money or coin--what's the fun of that?" 
- --Harry Shearer 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "Too Needy" can now be found at MAKE UP 
YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
 
 
 
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Date: Sun, 24 Jan 1999 14:11:19 -0600 
To: ErolB1@aol.com 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: A painful question 
Cc: champ-l@sysabend.org 
In-Reply-To: <3318-36AB746C-1294@mailtod-101.iap.bryant.webtv.net> 
References: <ErolB1@aol.c> message of Sun, 24 Jan 1999 12:12:45 EST> 
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At 02:28 PM 1/24/1999 -0500, thomas deja wrote: 
>The lowest I ever got in a low powered campaign was 1000+65....and the 
>characters I got back were highly competenat adventurers (this was a 
>Pulp campaign) who were easily the best in their fields....and it was 
>one of the best tabletop games I ever participated in. 
 
Hey, it's easy to be the best in your field when you have a 1000 point 
base.  ;) 
 
Boy, the images this conjures...1065 point pulp characters.  
 
"Doc Savage? the Shadow?  Wimps!  Mere Incompetent Normals compared to the 
PCs in our campaign."   
 
Typos can be so much fun... :) 
 
Damon 
 
- --WebTV-Mail-1966228708-141-- 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 16:25:53 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: A painful question 
 
At 03:56 PM 1/24/1999 -0500, thomas deja wrote: 
>Yes--I noticed after the fact that the 100 point base was typoed into 
>something that defeated my argument..... 
 
Not at all.  Your argument remains intact; everyone knew what you meant. 
It just struck me as funny. 
 
Damon 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 15:25:40 -0700 
From: Curtis A Gibson <mhoram@relia.net> 
Subject: Re: A painful question 
 
Scott Bennie wrote: 
>  
> Everyone has varying tastes in running a campaign, and we all have 
> strong opinions on what makes a campaign enjoyable and encourages the 
> feel of the genre, but we rarely get into an objective discussion of the 
> specifics. 
>  
> The question I'm asking is, what are the advantages and disadvantages of 
> a low power campaign versus a high power campaign? What does a high 
> point campaign do that a low point campaign doesn't, and vice versa? 
>  
> I've been thinking about writing an article on power levels, and I'd 
> appreciate opinions on the question. 
>  
> Scott Bennie 
 
Here is my take on the whole thing.... 
I've run and played in (Champs) as low as 75+75 point supers and as high 
as 900+ (with experience), and (FH) 50+50 to 100+100 + XP (total points 
ending at about 350-400), and (Ninha Hero) 75+75 Herioc MA to 100+150 
+XP Wild Heroic (total points being about 400+). 
 
A lot of the commentary remains the same in different genres. 
 
The biggest two differences that I see between the two extreme ends of 
the level are: 
1) opposistion level 
Basically this boils down to what your character is afraid of, and what 
he laughs at. In a high point game agents, orcs, and minion MAs are 
laughed at, trounced or ignored. Then the PCs can move onto the real 
problems of Dr Destroyer, the Dragon king, or the head of the Tong. The 
PCs can ingore the lesser evils as not something to personally worry 
about, and this kind of encounter can be a fun cakewalk for an evenings 
entertainment when the PCs have defeated something big and major 
recently. That can't be done in a low point game. 
On the other hand low pointers make the characters take everything 
seriously, because they can get hurt/killed by agents or minions. This 
leads to greater dramatic tension during the course of the adventure 
(although not neccisarily greater drama overall). You can run a 
'something around the corner could kill you at any minute' type of 
adventure that is virtually impossible in a high point campaign. 
 
2) 'real world' benchmarks 
Simply put are the heroes average for heroes or the _epic_ legends of 
the day? If the characters are to be famous, increadible in their feats, 
a high point game is the way to run things. If the PCs are the 'avereage 
joe overcoming amazing obsticles' then the low point is the way to go. 
 
 
 
 
Overall I see no real disadvantage or advantage to either one- overall. 
The point/power level choice is just a tool to create a campaign 
atmosphere; just like the yes/no magic form rules in FH or the campaign 
tone sheets in Champs. It's just a matter of salting to taste. 
 
 
 
- --  
What is called glory, I think, is mostly the relief you feel after 
you've fought and lived through battle without getting maimed. 
- -Harry Turtledove   Krispos Rising 
 
------------------------------ 
 
Date: Sun, 24 Jan 99 10:50:13  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Multipower Questions 
 
On Sat, 23 Jan 1999 15:14:22 EST, DVBaum@aol.com wrote: 
 
>Multipower #1 is basically just a bunch of gadgets with OAF and 4 charges for 
>each slot limitation.  My question on that one is: Can I take the OAF(-1) and 
>4 charges(-1) limitation on the main multipower cost?  I know that I can take 
>the OAF limitation, but I'm not sure about the 4 charges limitation. 
 
No. That would mean that the *MP* could only be used four times. This 
is sometimes useful - like a wand with assorted functions, but only a 
limited number of charges. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 17:04:10 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Levels and Limitations 
 
> As GM, I allow Limiations on 2- and 3-point levels as long as at least five 
> points worth of levels are packaged together. For example, if a player buys a 
> blaster rifle with two 3-point levels, I'll allow a Focus Limitation applied 
> to the 6 points.  
 
	This would be fine except for the fact that the limitation is not 
at all limiting.  Those levels are already only with the blaster rifle, 
taking a focus lim that says they work only with the blaster rifle is just 
free points. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 13:48:35 -0800 
From: Jay P Hailey <jayphailey@juno.com> 
Subject: Re: A painful question 
 
>Personally, I don't like low-powered campaigns at all. I'll cheerfully  
>play heroic games with the characters built on 75+75 pts if the setup is 
>approprate, but I won't go lower than that. I can be plenty stupid and 
>incompetent and ineffective in real life; I don't need more of this in 
>something I do for fun.  
 
Actually I use 100 + 50.  100 base points and 50 points of disads.  I 
don't want my players taking disads they have no intention of playing.  
Also I came to HSR from GURPS and I brought a lot of baggage with me. 
 
>Lower-point characters also tend to be sketchy in terms of details.  
>I've noticed that people tend to give mucho points to fictional 
characters  
>- the recent Middle Earth characters are examples of this. Sam Bell's  
>earlier posting of superheroes also exemplify this. Also the example 
given  
>some time back of the 200 pt package for a "generic real-world cop." 
There's a  
>lesson in here somewhere, even if I'm not sure what it is... 
 
"When you have a lot of points, you can get everything you want" 
 
>OTOH, very high point totals are harder to play and harder to GM.  
 
This has been my experience. Once in our Omega Squad Game we had a 
character conduct a 20+ d6 PRE attack on a tyrannosaur. Scared it to 
death.  Personally I'd like to see characters take a rampaging T Rex 
seriously.  But that's just me.  The GM then came up with a 
*cybernetically enhanced* T Rex. A bionic T Rex fer chrissakes! It lasted 
alomst an entire turn against my heavy hitter PC. And it was so weird, 
because I built the darned thing for the GM and designed it specifically 
to eat that character up! 
 
High power games get to the point where you can trust rthe game world or 
the PCs actions to have the effects they should. 
 
>One thing that a high-power campaign does *not* do is "discourage 
>roleplaying."  
 
If you have good role players. If you have poor ones then the Higher 
powered game degenerates into dueling egos. 
 
>A low power game does allow a GM to dominate the players  
>and keep them under strict discipline. It also encourages the  
>player-characters to whine and grovel a lot. But it is a mistake to 
confuse these things  
>with "good roleplaying."  
 
Now, this I take issue with. Can you perhaps give me a few examples? 
 
>The important thing is for the GM to set up benchmarks for the  
>gameworld, to have a clear idea of the sort of things he wants the 
player-characters  
>to do, and *to communicate these things to the players.*  
 
I agree. 
 
>A GM really ought to  
>create some sample characters, vet them to ensure that they perform as  
>desired, and use the results to set the point levels and guidelines for 
the  
>campaign[1]. >It's also a good idea for the GM to make those sample 
characters  
>available to the players as examples of "the sort of characters I want" 
and for the  
>GM to write up suitable packages for stereotypical professions in the 
game  
>world. (In a modern-day supers game, these might be such things as a 
"Lawyer 
>package", an "MD package", a "policeman package", etc.) 
 
This makes a certain amount of sense. Although I can see the sample 
characters turing into an excuse for dissention, too. 
 
>Another useful exercise might be to "write yourself up in HERO terms."  
>I haven't seen much of this, but "write yourself up in GURPS terms" is a 
 
>common exercise that gives an interesting result: There are a lot of 
players  
>who write themselves up as under 25 pts - and another lot of players to  
>write themselves as 100+ point characters. There are big differences as 
to  
>how GURPS points map onto the real world, and I expect this to be even 
more true  
>with HERO.  
 
The guy who's PC scarwed the T. Rex to death is commonly terrorized with 
the word (Called loudly) "Nineteen!"  He wrote himself up and gave 
himself a nineteen DEX. So whenever he trips or stumbles we shout 
"NINETTEN!!" at him. 
 
If you're into an eye opening experience have your friends write you up 
as a character. On second thought don't.  Who needs the grief? 
 
>[1] Unless you're the sort of GM who hates "Pro from Dover"-type players 
and 
>wants to piss on them, it's important that the sample characters not 
represent 
>absolute limits. Instead of the NPC Dr. Tachyon being "the fastest man 
in the 
>campaign", it should be "Dr. Tachyon is in the top rank of speedsters. 
He may 
>or may not be the fastest, but anyone faster will not be faster by  
>very much." 
> 
>Erol K. Bayburt 
>Evil Genius for a Better Tomorrow 
 
That sounds good.  I like that. 
 
 
Jay P. Hailey <Meow!> 
 
Famous Last Words:  "Trust me, I know what I'm doing." 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 17:31:54 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: Multipower Questions 
 
> No. That would mean that the *MP* could only be used four times. This 
 
	Says who?  The rules never state this, and seem to suggest 
otherwise.  Back up statements before making them with seeming force of 
law. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: 24 Jan 99 17:01:18 MST 
From: ANTHONY VARGAS <anthony.vargas@usa.net> 
Subject: Re: [Entangles and Damage Sheild] 
 
> Rubberboy hits Flameman with his Entangle (SFX Ribberball). Flameman's 
> Damage Sheild damages Entangle (on which segments? The one the Entangle 
> hits on and Flameman's phases?) Entangle has backlash so Flameman takes 
> damage from it if the Entangle does not get destroyed. 
>  
> Is this Right? 
 
Yep.  I wonder about the FX of that backlash, though... (gobs of burning/ 
melted rubber dropping on Flameman?) 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com/?N=1 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 18:56:26 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: A painful question 
 
On Sun, 24 Jan 1999, Jay P Hailey wrote: 
 
> Actually I use 100 + 50.  100 base points and 50 points of disads.  I 
> don't want my players taking disads they have no intention of playing.  
> Also I came to HSR from GURPS and I brought a lot of baggage with me. 
 
In my games we have debated the 150+100 Super, thus removing part of the 
unneeded disad problem.  It did work as excesses hunted and the like were 
dropped, providing for a tighter concept. 
  
> >Lower-point characters also tend to be sketchy in terms of details.  
> >I've noticed that people tend to give mucho points to fictional 
> characters  
> >- the recent Middle Earth characters are examples of this. Sam Bell's  
> >earlier posting of superheroes also exemplify this. Also the example 
> given  
> >some time back of the 200 pt package for a "generic real-world cop." 
 
When I do an adaption of a fictional character, I try to be reasonable 
with regards toi stats and power levels.. I also give the character 
everyhting I know the character can do.  This does mean that I have 
written up a lot of 300 to 400 point adaptions. I have also done adaptions 
for as little as 24 points.  Many fictional characters are actualyl quite 
powerful and will be a *lot* of points.  Scott Nolan's LOTR adaptions are 
massive in the point department, but he admits to giving them extra 
invented items and he hands out a *lot* of skills and followers.  I 
orginally said '150 to 200 points' per character...  You could probably do 
them at that power scale as well, depending on how 'complete you adaption 
is. 
 
I will also note that I asked it people really wanted to see more of the 
Dragonball Z characters, since I knew they were going ot start breaking 
900 to 1000 points real fast.  The list basically said 'yes' (actually, no 
said 'no' and I got a couple of 'yes' votes). 
 
> There's a  
> >lesson in here somewhere, even if I'm not sure what it is... 
 
Sure, when you detail every little thing, the points add up fast. 
  
> "When you have a lot of points, you can get everything you want" 
 
Very true. 
  
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  Windows 95, n.  32 bit extensions and a graphical shell for a 16 bit patch 
  to an 8 bit operating system originally coded for a 4 bit microprocessor, 
       written by a 2 bit company that can't stand 1 bit of competition. 
 
------------------------------ 
 
Date: 24 Jan 99 17:05:28 MST 
From: ANTHONY VARGAS <anthony.vargas@usa.net> 
Subject: Re: [Contacts] 
 
owner-champ-l@sysabend.org wrote: 
> While it has yet to come up in a game, I have long thought that Contacts 
> should be purchasable as a group, as well as single characters 
> 
> This would make it much easier to buy such characters as "the stoolie who 
> 
> knows what's going down, every time", or the priest who knows his 
> 
> neighborhood so well that nothing happens that he doesn't hear about. 
 
I heartily agree.  As far as I'm concerned, the idea of special effects 
applies to Perks as well as powers... if you get the same value out 
of a 14- Contanct: Old Police Buddies, as you do out of 14- Contact: 
Police Captain McNamara, I don't see why you should pay more points for it... 
 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com/?N=1 
 
------------------------------ 
 
Date: 24 Jan 1999 20:56:16 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Multipower Questions 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"TG" == Tim Gilberg <gilberg@ou.edu> writes: 
 
>> No. That would mean that the *MP* could only be used four times. This 
 
TG> 	Says who?  The rules never state this, and seem to suggest 
TG> otherwise.  Back up statements before making them with seeming force of 
TG> law. 
 
What Tim said.  Few limitations placed on a framework affect the framework 
itself.  Those that do are usually specific to that type of Framework. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.2 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE2q89Agl+vIlSVSNkRAn9BAJ9BZrsgzi3mcv6IfsALcPwNjq+lOwCgxRsQ 
T56kAh72rdOWrqxQvy3XiWY= 
=W9s1 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
Minion of Nathan - Nathan says Hi! \ unknown glowing substance which fell to 
PGP Key: at a key server near you!  \ Earth, presumably from outer space. 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 19:48:36 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: A painful question 
 
> >Everyone has varying tastes in running a campaign, and we all have 
> >strong opinions on what makes a campaign enjoyable and encourages the 
> >feel of the genre, but we rarely get into an objective discussion of  
> >the specifics. 
 
	I'll throw my hat into this ring, though I'm going to start out 
with discussing a couple of White Wolf campaigns first.  (Mostly as I've 
had very little chance to _play_ Champs--I usually have to run it.) 
 
> expression of imaginary power.   Super high powered characters never have 
> to worry about paying the rent, or fixing the car, or what's for dinner 
> tonight. They rise above the mudane stresses of the world and fly away 
> from it all. 
 
	Yup.  I've played in a Vampire campaign where all the characters 
were Methuselahs.  (If you don't know the term, it's what it 
suggests--very old and powerful.)  Many of the characters led large 
factions of other vampires, ghouls, normals, etc.  A couple of us were 
"famous figures" from history. (Pontius Pilot and Nostradamus.) 
 
	Most mundane things wouldn't have a chance of scaring us, but we 
were dealing with 2nd and 3rd gen Vampires--the big names of Vampire 
history that don't get directly involved, usually.  There was also the 
threat of the start of the Armageddon, a bit early, caused by Gabriel. 
(Yes, _that_ Gabriel.)  Add in influence by Nefertiti, some really 
powerful mages, a powerful religious order (The Inquisition) or two 
(Followers of Michael), and things got really hectic really fast. 
	 
	Note how insanely powerful those NPCs are.  We rivaled, but were 
mostly outpowered. However, it fell to us to try to prevent the various 
machinations. 
 
	An incredible campaign.  My second favorite that I've ever played 
in.  The one that beat it? 
 
> Lower powered characters enable the PCs to feel a greater sense of 
> accomplishement by solving problems.  
 
	Yup.  Now on to my favorite campaign. Also set in the WoD, but we 
were normals--NSA agents assigned to investigating potential Vampire 
activity in NYC.  We would probably have worked out to highly trained 
normals, and we had access to _nice_ equipment, but that really doesn't 
mean much when faced by even one moderately powerful Vampire.  It really 
means nothing when faced with, say, a werewolf. 
 
	We were scared shitless the entire game.  We knew nothing about 
what was going on, and were jerked around a bit like pawns by the various 
power players--it turned out our commander, who was a PC, was a Manchurian 
Canditate-type.  We had a blast uncovering the big plans of Vampire 
domination, and were able to put an (at least) temporary stop to them by 
blowing up a skyscraper (don't ask).  (Well, you can ask, but that's 
another story.)  We had to be incredibly inventive and creative to get 
through this campaign, and 2 of the 4 characters ended up dying. 
 
	Like I said, I loved it.  This is what being low-powered is about. 
 
	Note, however, that power is a relative thing.  If FH characters 
are based on 100+100, but the average orc is 180 pts, those characters 
aren't all that powerful.  Relative levels of power are what matter. 
 
	Now, for the Champs campaigns I run, I'm pretty open to point.  I 
try to start characters off at 100+175, as that was standard for the 
Champs campaigns around Joliet, IL when I started playing Champs.  I 
encourage conception, and don't want to see the "players are beginners, so 
the characters are beginners"-syndrome.  Some characters ended up at lower 
point totals--one down at 228.  Others ended up higher, 328 was the high. 
If the player needed more points, but there were no more disads that 
applied, I'd give a "hero bonus."  Some players built their own 
characters, others I built--it depended on experience, really.  As I had 
many Champions novices, the majority were my creations or co-creations. 
 
	Any questions?  Did I have a point here? 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Wed, 20 Jan 1999 20:27:07 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Multipower Questions 
 
Say you have an archer character who carries six different types of arrows: 
normal arrows, boxing glove arrows, glue arrows, liferaft arrows, boomerang 
arrows, and rocket arrows.  He always carries twenty arrows in his quiver, 
though the exact number of each type of arrow varies every time he goes out. 
He seems to know what he's going to need for each mission, and always seems 
to have the right number of arrows for each occasion: if he needs ten rocket 
arrows and ten boxing glove arrows, that's how many he has on hand; if he 
needs twenty liferaft arrows, that's how many he has. 
 
Now, this would seem to me to be a classic case of putting the charges on 
the multipower itself, since he's not restricted to a certain number of 
charges per arrow; however, the rules don't permit it.  Do I bend the rules 
to cover a reasonable character construct? Do I tell the player, "Sorry, the 
rules don't allow it, so you can't have it?"  Or is there another solution? 
 
- -----Original Message----- 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Date: Sunday, January 24, 1999 8:13 PM 
Subject: Re: Multipower Questions 
 
 
|-----BEGIN PGP SIGNED MESSAGE----- 
|Hash: SHA1 
| 
|"TG" == Tim Gilberg <gilberg@ou.edu> writes: 
| 
|>> No. That would mean that the *MP* could only be used four times. This 
| 
|TG> Says who?  The rules never state this, and seem to suggest 
|TG> otherwise.  Back up statements before making them with seeming force of 
|TG> law. 
| 
|What Tim said.  Few limitations placed on a framework affect the framework 
|itself.  Those that do are usually specific to that type of Framework. 
|-----BEGIN PGP SIGNATURE----- 
|Version: GnuPG v0.9.2 (GNU/Linux) 
|Comment: For info see http://www.gnupg.org 
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|Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include 
an 
|Minion of Nathan - Nathan says Hi! \ unknown glowing substance which fell 
to 
|PGP Key: at a key server near you!  \ Earth, presumably from outer space. 
| 
 
------------------------------ 
 
Date: 24 Jan 1999 22:57:30 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Multipower Questions 
 
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"GH" == Guy Hoyle <ghoyle1@airmail.net> writes: 
 
GH> Now, this would seem to me to be a classic case of putting the charges 
GH> on the multipower itself, since he's not restricted to a certain number 
GH> of charges per arrow; however, the rules don't permit it. 
 
That is why we have GMs to interpret the rules for their campaigns. 
 
In this case, my initial thought is to put Charges on the reserve and 
nothing on the individual slots.  If the Charges modifier happens to be an 
advantage, it increases the cost of the reserve but does not increase its 
size (ie, a 30 point reserve with a +1/2 advantage costs 45 points but is 
still a 30 point reserve).  If a limitation, it does not decrease the cost 
of your slots.  I'll let you have the 0 END cost on the slots for 'free'. 
But the active cost of the reserve is still restricted by campaign 
guidelines (gotta draw the line somewhere :). 
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- --  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
Minion of Nathan - Nathan says Hi! \ returned to its special container and 
PGP Key: at a key server near you!  \ kept under refrigeration. 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 23:03:19 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Re: [Contacts] 
 
>From: anthony.vargas@usa.net (ANTHONY VARGAS) 
 
>>I heartily agree. As far as I'm concerned, the 
>> idea of special effects applies to Perks as 
>> well as powers... if you get the same value 
>> out of a 14- Contanct: Old Police Buddies, 
>> as you do out of 14- Contact: Police Captain 
>> McNamara, I don't see why you should pay 
>> more points for it...  
 
There are certain types of characters who *need* modified perks as 
special effects....a character like, let's say, John Constantine or 
Baron Winter, who know people from all walks of life and can access 
their knowledges under certain circumtances, might even be justified in 
having small (10, 15 point) 'variable contact pools'..... 
 
"A trial without witnesses is like the Euro, a monetary system without 
the benefits of paper money or coin--what's the fun of that?" 
- --Harry Shearer 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "Too Needy" can now be found at MAKE UP 
YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 25 Jan 1999 00:56:05 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Levels and Limitations 
 
Note: I'm munging together two messages for a single response on a similar 
topic. 
 
At 05:04 PM 1/24/99 -0600, Tim Gilberg wrote: 
> This would be fine except for the fact that the limitation is not 
> at all limiting.  Those levels are already only with the blaster 
> rifle, taking a focus lim that says they work only with the blaster 
> rifle is just free points. 
 
I don't think this is necessarily true, but it depends on the way a GM 
plays. I can buy a 2-pt. "+1 OCV w/IMI Eagle". This means I can use this 
level with my own IMI Eagle -- easy. Say I'm in a unit where this is the 
standard firearm -- my buddy gets shot, I run out of ammo, I take his. I 
still get the +1 ... I think. (As a GM, I would rule so, in much the same 
way that two characters with similar powers can "swap" Personal Immunities, 
as the book suggests). 
 
I modify my IMI Eagle by tacking on a targeting sight, which I will define 
as being OAF (it gets disarmed with the gun). /This/ level does NOT apply to 
any other gun but the exact pistol I modified -- ergo, the limitation. If I 
have +2 levels through the sight, and a +1 on my own, I'm +3 with my 
personal gun and +1 with the general unit's gun. 
 
In other words, the normal level adds to OCV with /a/ "blaster rifle" (or 
whatever), the limited one applies to THE "blaster rifle" (or whatever) in 
your hands right now. 
 
At 11:57 AM 1/24/99 -0500, Stainless Steel Rat wrote: 
Rat> A neat idea ... but I think needlessly complex and prone to abuse, 
Rat> which is why the restriction to 5-point and higher cost skill levels. 
 
Under the current rules, the integral gunsight described above must be 
bought as a 5-point level, though it FUNCTIONS as a 2-pt level. This means a 
+2 OCV bought into the focus costs 5 pts -- more than if the character 
himself just bought the +2 OCV himself (and as I illustrated above, I 
believe the character's levels are marginally more useful). I'm sensitive to 
the possibility of a player to abuse the rules -- but IMO, in this case the 
rules are abusing the player. :/ 
 
At 11:57 AM 1/24/99 -0500, Stainless Steel Rat wrote: 
E> I've also slightly redefined the different levels of Levels to work out 
E> what I see as a kink in the progression and to eliminate the concept of 
E> the 'tight group.' IMHO the 'tight group' requires too many judgment 
E> calls and is too vulnerable to abuse. 
 
> I see it the other way around, if the GM is properly doing his job. My 
> rule of thumb is, if it can go into an Elemental Control, it qualifies 
> as a tight group; otherwise not.  Simple and consistent. 
 
As a gamer in Erol's circle, I know that he doesn't consider Elemental 
Controls "simple and consistent", to the extent that he's banned them in his 
home/campaign rules. This may shed a little light on his views in re "tight 
group". 
 
- -- 
"The only thing necessary for the triumph of evil is for good men to  
do nothing." -- attributed to Edmund Burke (1729-1797) 
- ---------------------------------------------------------------------- 
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
------------------------------ 
 
Date: Mon, 25 Jan 1999 00:35:10 -0800 
From: Max Callahan <mcallahan@home.com> 
Subject: How much damage should guns do. 
 
Ok, I recognize that this could start some rancorous debate so I'll ask for 
civility from the start. 
 
I think that the damage values for firearms, rifles in particular, are 
wrong. Case in point a .50 caliber Desert Eagle (a pistol) is rated at 
2D6+1 with a +1 stun mult,  a 7.62 Nato Rifle round is also rated at 2D6+1 
with a +1 stun mult. From a real world perspective this is flat wrong, the 
rifle round has an order of magnitude more energy behind it (if you follow 
the every doubling of power is an increase of 1 DC than the rifle should be 
3D6+1 if the pistol is 2D6+1). Now either the Desert Eagle is doing too 
much damage or the 7.62 isn't doing enough, I lean towards the latter. This 
is why, a 7D6 normal attack (15 STR + an offensive strike, easily within 
the range of a normal human(albeit a trained one) does 5 body to a normal, 
a 1.5D6 killing attack also does 5 Body (and that would be a .357 Magnum or 
a 10 mm round ) and I think that's about right.  The problem is, if I 
promote the 7.62 Nato round to a 3D6+1 RKA with +1 stun thats a 15 DC 
attack (and thats before considering autofire), and if conventional 
hardware is 15 DC's then what does that do the average superheros attacks 
("can my punisher clone have a FN-FAL" "no that's 15DC's and this is a 12 
DC game"), or their defenses for that matter, and think about what heavy 
weapons would be if a battle rifle is 3D6+1, and what about the fact that 
barrel length also affects the damage the weapon does, and how do I buy 3 
round bursts, and, and what about scarecrows brain. 
I think my point here is that rifles just don't do enough damage compared 
to pistols, so fixing that would be good, but the consequences of upping 
rifle damage are icky, what does everybody else think. 
 
	Max Callahan 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 20:12:49 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Levels and Limitations 
 
>Note: I'm munging together two messages for a single response on a similar 
>topic. 
> 
>At 05:04 PM 1/24/99 -0600, Tim Gilberg wrote: 
>> This would be fine except for the fact that the limitation is not 
>> at all limiting.  Those levels are already only with the blaster 
>> rifle, taking a focus lim that says they work only with the blaster 
>> rifle is just free points. 
> 
>I don't think this is necessarily true, but it depends on the way a GM 
>plays. I can buy a 2-pt. "+1 OCV w/IMI Eagle". This means I can use this 
>level with my own IMI Eagle -- easy. Say I'm in a unit where this is the 
>standard firearm -- my buddy gets shot, I run out of ammo, I take his. I 
>still get the +1 ... I think. (As a GM, I would rule so, in much the same 
>way that two characters with similar powers can "swap" Personal Immunities, 
>as the book suggests). 
 
On the other hand, in the more common place where cost accounting on 
properties of a Focus are used, it's fairly unlikely you'll spend much time 
using a weapon of that type except the one you paid for anyway; if you don't 
have that one, you probably don't have one at all. 
 
------------------------------ 
 
Date: Sun, 24 Jan 1999 20:17:11 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: How much damage should guns do. 
 
>Ok, I recognize that this could start some rancorous debate so I'll ask for 
>civility from the start. 
> 
>I think that the damage values for firearms, rifles in particular, are 
>wrong. Case in point a .50 caliber Desert Eagle (a pistol) is rated at 
>2D6+1 with a +1 stun mult,  a 7.62 Nato Rifle round is also rated at 2D6+1 
>with a +1 stun mult. From a real world perspective this is flat wrong, the 
>rifle round has an order of magnitude more energy behind it (if you follow 
>the every doubling of power is an increase of 1 DC than the rifle should be 
>3D6+1 if the pistol is 2D6+1). Now either the Desert Eagle is doing too 
>much damage or the 7.62 isn't doing enough, I lean towards the latter. This 
 
Actually, if you look at the progression of other pistols, it's the former. 
There were a lot of generous cinematic assumptions made with the pistols (as 
is the case in a lot of games) so they'd not pile up all in one spot. 
 
>I think my point here is that rifles just don't do enough damage compared 
>to pistols, so fixing that would be good, but the consequences of upping 
>rifle damage are icky, what does everybody else think. 
  
I think you're asking more of a fundamentally cinematic damage system than 
it's liable to give you. 
 
------------------------------ 
 
Date: Mon, 25 Jan 99 12:46:45  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: How much damage should guns do. 
 
On Mon, 25 Jan 1999 00:35:10 -0800, Max Callahan wrote: 
 
>I think that the damage values for firearms, rifles in particular, are 
>wrong. Case in point a .50 caliber Desert Eagle (a pistol) is rated at 
>2D6+1 with a +1 stun mult,  a 7.62 Nato Rifle round is also rated at 2D6+1 
>with a +1 stun mult. From a real world perspective this is flat wrong 
 
While I'm not familiar with the specific weapons you cite, I disagree. 
The advantage of the rifle is that it is far more accurate at range. 
Hitting something at 100 yds is very difficult with a pistol; it's 
vastly easier witha rifle. Shoot both at point-blank range and you get 
similar results 
 
In game terms, pistols should have Reduced Range modifiers, perhaps 
even -1/1" and rifles the reverse. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Mon, 25 Jan 99 12:50:42  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Multipower Questions 
 
On Sun, 24 Jan 1999 17:31:54 -0600 (Central Standard Time), Tim Gilberg 
wrote: 
 
>> No. That would mean that the *MP* could only be used four times. This 
> 
>Says who?  The rules never state this, and seem to suggest 
>otherwise.  Back up statements before making them with seeming force of 
>law. 
 
You're putting the Charges Limitation on the MP itself rather than the 
Power, so the MP can only be used 4 times. QED. 
 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Mon, 25 Jan 1999 07:01:06 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: How much damage should guns do. 
 
At 12:46 PM 1/25/1999, qts wrote: 
>While I'm not familiar with the specific weapons you cite, I disagree. 
>The advantage of the rifle is that it is far more accurate at range. 
 
This has always been my impression as well.  I understood that a 9mm bullet 
would do the same damage whether fired from a pistol or a rifle, and that 
the rifle's only advantage was added range. 
 
So, Max, I think you want to compare the two types of ammunition, not the 
two types of weapon.  (I'm not sure that has any effect on your question, 
though, it may be purely semantic.) 
 
Damon 
 
------------------------------ 
 
Date: Mon, 25 Jan 99 12:49:30  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Multipower Questions 
 
On Wed, 20 Jan 1999 20:27:07 -0600, Guy Hoyle wrote: 
 
>Say you have an archer character who carries six different types of arrows: 
>normal arrows, boxing glove arrows, glue arrows, liferaft arrows, boomerang 
>arrows, and rocket arrows.  He always carries twenty arrows in his quiver, 
>though the exact number of each type of arrow varies every time he goes out. 
>He seems to know what he's going to need for each mission, and always seems 
>to have the right number of arrows for each occasion: if he needs ten rocket 
>arrows and ten boxing glove arrows, that's how many he has on hand; if he 
>needs twenty liferaft arrows, that's how many he has. 
> 
>Now, this would seem to me to be a classic case of putting the charges on 
>the multipower itself, since he's not restricted to a certain number of 
>charges per arrow; however, the rules don't permit it.  
 
Don't they? Didn't spot anything in the HSR to say that. And if there 
is, and you don't like it, change it. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
End of champ-l-digest V1 #158 
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