From: | Bob Ooton <topcat@**.CENCOM.NET> |
---|---|
Subject: | Re: Munchkin Phys Adepts |
Date: | Fri, 14 Apr 1995 12:13:28 -0500 |
Join us, Jani... another example will only validate the test.
> [stuff about force points]
Hmmm, I only thought those were for spellcasting types. Ah well.
>Yep, alright, we'll start off base. Which sourcebooks shall we include? I'd
>suggest all of them (but remember that S-Tech says to dissallow the
>technology in it for starting characters, so therefore it's out).
I use Shadowtech, but only the cyberware as base. No alpha or betaware.
But that's my campaign (to be). So if you want S-tech dropped from "base"
it's fine by me. How about Grimoire, Street Samurai Sourcebook, and (of
course) SR II?
Me> overall it's too expensive to be on par with a sam of equal experience
>For overall effectivness you are entirely correct. But in a particular
>specialisation... And also, your speed plays very little part in HTH combat,
>due to the "counterattack" phenomenen. But we'll see anyhow... (I have never
>tried this experiment out in this manner, I've thought the numbers over in
>my head and come to the conclusions I have, and my conclusions have been
>backed up by what I have observed in all the games I've GM'd/played in).
Again, the counterattack thing comes up. We found that simply outrageous in
our experience and now say that if the defender gets more sucesses, then he
parries/dodges the attack. Only the attacker can score damage in our
campaigns (another house rule). As it's a house rule, I'll waive it. We're
just going by regular rules.
>> Sammies can do the same. Karma spent the right (well, not right...but point
>> maxxing) way will give equal to more dice.
>If we go for point maximising useage of karma, then the phys adept will
>_always_ have more dice than the sammy. He has more to begin with, and he
>has the same karma to up his skill with.
(sigh) Still don't think so. We'll see.
>> [combat pool stuff]
>Because Combat Pool runs out. Extra skill dice can go on and on and on.
>Sure, Combat Pool gives you a high boost to the numbers of dice you can roll
>- _once_. Having +6 extra dice as an extra abiltiy give you a nice boost to
>the number of dice you can roll _every time_. But yes, if you are fast
>enough, then you can splat people using your Combat Pool.
I don't see your phys ad having 6 dice over me. Ever. We'll see.
>Or to get S-Tech cyber installed... (the reason my sammies have only limited
>cyber to begin with - S-Tech cyber is quite something to look forward to).
I allow the Stech cyber, just no alpha- / beta-ware.
Jani> But the sammie would have double the strength and body of the PA plus
Jani> extra armor, not to mention the speed.
>I seriously doubt he'd have stats twice as good (better yes, but not by that
>much). Extra armour? Why? They both get resources, and the both can buy
>armour. Speed certainly, but in HTH it is not such a huge advantage.
Form the start, the samurai will have between 1.5 and 2 times as much body.
Armor... how are we going to do that, hmm? Is this a no-armor match or
street armor or heavy armor?
>Lower resisting TNs I doubt, higher power is likely. Actually, giving this a
>little thought, what we are going to end up with is a pair of combatants
>with very high armour ratings (layering armour and all that), which means
>both will probably have 2's as a TN to resist. Which means a fight betwen
>them will probably go on for a very long time indeed... (but we'll see).
Exactly... when you going to make yours?
-- Bob Ooton <topcat@******.net>