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Re: DC writeups?


Sorry! I had rushed to finish him yesterday and in doing so forgot to add Flight and Life Support onto him.

Updated version: Superman ver 2

6/28/2013, 2:12 pm Link to this post Email daddystabz   PM daddystabz Blog
 
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Re: DC writeups?


Thanks for your remarks. I personally kinda hate that EVERY resistance is capped at 3 or maybe 4 max for normal mortals. I can understand it for maybe Fortitude and Reaction but I feel there is not a good reason why Composure and Will should be capped this low for mortals. Batman has shown repeatedly in the comics that his mind is an asset not only in his mastermind detective/gadgeteering skills but also in his resistances to mental attacks/domination. I've read many Batman comics where his mind is almost unassailable. His will is also amazing. He has probably more drive and obsession toward justice than any other hero.

I fear keeping him capped at 4D in most Reactions will hinder him badly against the big guns. Competency Pool won't mean as much if he is normally limited to only spending 1D at a time thus giving him a pool of like 5D to defend against supers with powers in the 8D+ range.

In terms of which version of the characters I'm going for, I totally get your point. I'm specifically targeting these builds at the New DC 52 versions.


quote:

TGIDragonfly wrote:

Howdy Daddystabz,

Honestly, I wouldn't give Batman any Resistance above 4D (tops). Once you start going beyond that, you are dipping into the truly superhuman range, and that's just not Batman anymore.

Keep in mind that Bats might be playing in a much higher point total campaign. If he comes in at 50D and he's running around with a bunch of heroes who are 60D, Bat's should have 10 Competency Dice to compensate. That can make a big difference. I think your idea of Wizardry (Complication: Items Must Fit on Utility Belt) is a good one.

Look forward to seeing what you come up with, and I'm enjoying your takes.

BTW, I find DC stats incredibly difficult to do. They [the characters] are so inconsistent when compared to Marvel characters, which remained relatively constant (perhaps until recently).

Whenever I sit down to do stats for Superman I have to ask - which one? There are three versions I'm always tempted to default to: Golden Age Superman, Pre-Crisis Earth 1 Superman, and just Post-Crisis Superman (the Byrne version).

The tougher question is which version of Wonder Woman to do. :-/

Anyway, I'm glad you're doing these.

All the best,

Dragonfly




6/28/2013, 2:22 pm Link to this post Email daddystabz   PM daddystabz Blog
 
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Re: DC writeups?


Hey daddystabz,

I haven't been reading enough New52 to know how things are now, but in the old days Batman's ability to keep up with JLA grade villains (or the JLA itself) was due to:

A) Being cunning and well-prepared (exploiting physical and psychological weaknesses, and otherwise being smart and sneaky)

B) Having limitless resources (that allowed him to be well-prepared)

C) Having powerful allies

D) Sticking to the shadows while the opposition focuses on the more obviously powerful threats, thus allowing Batman to emerge at the tactically appropriate moments

I love in the JLA/Avengers crossover, where the heavy hitters were tearing each other apart. When Batman and Cap faced off, Batman assessed Cap's physical abilities, and opted for plan C. He recognized that Cap could be reasoned with and used diplomacy to convince the shield slinger that they should retreat to the Batcave to figure out what was really going on. Cap agreed, and together they began the process of coming up with a plan. That's the Batman that I'm used to.


Anyway, Bats should be able to do what he does in the comics (at least the ones I'm used to) with 3D or 4D in Composure and Will (and about the same in Fortitude and Reaction).

Remember, to fully Mind Control a target you must first reduce them to 0D in Will. Assuming average rolls, a Will 4D Bats vs. a Mind Control 8D supervillain would only take 1D of damage per round. That's enough for Batman to resist a world class mentalist for 4-6 combat rounds (since he can allocate some of the damage to his Composure instead). Yes, beads of sweat would be pooling, but he would be able to do it. That's also probably enough time for him to activate whatever device he's cobbled together to neutralize the mentalist's ability or otherwise turn the tide of battle.

IMO, once characters like Batman can win by dint of sheer stats alone, they are robbed of what makes them cool, which is to win despite the overwhelming amounts of power arrayed against them. A character playing Batman shouldn't win just because he is playing Batman - he should have to play the character intelligently.

To respond to some of your points about the game system: In my games, "human max" is 4D, not 3D. Characters at 4D are in the nexus between trained "normal" and superhuman. This tends to be the realm of Captain America and Batman.

Also, the run of the mill mentalist in my game would probably have a Will 4D or 5D, with 4D - 6D in their mental Powers - NOT too far removed from a character like Bats.

For what it's worth, I HATE the Normal Disadvantage, so I just don't use it. Remember, characters cap at 3D ONLY if you put that Disadvantage on the character sheet, so I recommend simply not using it.

I think your idea about using Wizardry for a utility belt is a good idea, as is I Brought This Along. That might allow Bats to conjure up a Mental Shield gadget, or some other gadget that would make it hard for the mentalist to affect him.

Mental Powers tend to be line of sight, so smart use of Intrusion could be helpful here.

Anyway, I'm not saying my approach is right. I'm just sharing some thoughts in case they are useful. I'm keen to see your write-ups, whatever the approach you decide to take.

All the best,

Dragonfly

Oh, and RED will have a few options (at least one or two) that might make a character like Batman easier to make.
6/28/2013, 10:36 pm Link to this post Email TGIDragonfly   PM TGIDragonfly Blog
 


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