Problem there is throwing around a big fistful of more dice. But that's hardly the same level of problem.
Dealing with Too Much Soak
Technically speaking, raising your Brawn through Dedication should not affect Soak.
Why not?
I don't have my book in front of me, but I thought all calculated stats are only from starting stats any and future increase does not increase calculated stats.
Technically speaking, raising your Brawn through Dedication should not affect Soak.
Why not?
I don't have my book in front of me, but I thought all calculated stats are only from starting stats any and future increase does not increase calculated stats.
Soak is raised. Wounds and strain gained from increasing brawn and willpower do not. MM corrected himself.
I'm glad there are ways to increase Soak as time goes on. My damage output is roughly twice what it was in the starter game.
I don't want to force the rest of the party to abandon skills that make for better roleplay, like Knowledge and Medicine, for Brawn, Grit, and combat skills. Nor do I want them to dump all of their credits on getting heavy armor, just to keep up with the one guy.
I also do not want to tell the Marauder to respend his talents, reroll, or something extreme.
When writing, I've started designing enemies specifically to counter him, and keep him busy, while the party has a normal fight along side him, but that feels skeezy, and it can only last so long until its obvious I'm stacking the deck.
A difficult situation, I think, given the risks involved in combat - but I don't believe that steps NEED to be taken to balance an encounter. Certainly, the combat proficient enemey (your tank PC) is the one who will draw the ire of the bad guys - unless the other PCs do something reckless, brave, or effective, they should be able to help as they can without having to be as durable as their combative counterpart.
All characters have their forte - combat is as valid a choice for this as hacking, mechanical maintenance and piloting, so I agree with you that your player shouldn't be wrist slapped or penalised. If anything, his focusing on combat should be welcomed as an opportunity for your OTHER players to spend away on non-combat stuff without worrying about being laced during a battle (after all, they do have their companion to help when the chips are down). That's not to say that they SHOULDN'T take steps to make themselves better able to handle foes, rather that they don't need to spend the majority of their XP on the task.
How to keep him busy? I wouldn't make this so much a task for you, as it is a task for HIM: if he's more capable of handling the foes, then he should be working hard to make HIM their target, to spare his friends from their wrath. So if you brought in a formidable nemesis, then your warrior should try and engage him and steal his ire - this is more believeable than, say, the nemesis walking in and instinctively going for one character without reason. Smacks of GM metagaming.
But yeah, sounds like you're doing well, so keep it up boss!
I'm glad there are ways to increase Soak as time goes on. My damage output is roughly twice what it was in the starter game.
My damage output is 9 times what it was when I started the game, because when I started I had my fists doing 1 damage and now I use a modified blaster rifle that has a damage of 9.
ahem!How would he deal with being coerced? Squeal like a little girl I bet.
ANYWAY... All the suggestions are seeming a little gimmicky to me and, in the end, the trouble still exists. The minmaxed (look at me using the lingo!!) character is still there and still minmaxed.
Is it bad for a GM to just tell a player that his character build is an issue? Since this is a narrative game, shouldn't they already be talking about it when the player is spending xp? He can still be the toughest guy in the group without minmaxing to the point where he's becoming an issue - either by what he can do or, as some are suspecting, by what he can't.
Well, I don't disagree that this is a concern. But this really isn't much different from any other RPG. Your core combat characters hold the line and put bad guys down, the other players support and prop up those characters.
In Pathfinder we had a Fire Sorcerer AC13, with few hit points, put down a suppressing fire of multiple fireballs, while the fighters held the line. At level 9 one of my fighters was AC 34, DR 6, and incredibly enhanced saves. (Yes, that was optimized.) He had poor damage output compared to the pretty much the entire party. Other fighters dished out more but got hit more often.
In old school AD&D, I played the wizard, and propped meat sacks (fighters) in front of me so I could kill everything in sight. Anytime the fighters failed, I received a near death experience.
The Marauder is there to take the damage. He's not so much there to win the fight.
Comparatively the Gadgeteer, seems to be laying down an effective suppressing fire involving multiple head shots. (It's a she and she wouldn't squeal..)
At his point, I never expect the Marauder to catch up to the Gadgeteer for damage output. I expect the other players to get better offence before him.
Incidentally in the last fight the Marauder went galavanting off by himself. Multiple bad guys laid into the crew with Heavy Blasters. It was only luck that the Trandoshan Pilot chose to stand in front and get a good shot off. In response the Trandoshan received multiple critical hits and was knocked unconscious. While sad, this did buy time for the Gadgeteer to lay down her patented form of suppressing fire.
The doctor reattached the Trandoshan's leg as soon as he could get there. He's a stupid good doctor, and generally quite busy.
I'm glad there are ways to increase Soak as time goes on. My damage output is roughly twice what it was in the starter game.
lol. Weird random comment with no substance.
My damage output is 9 times what it was when I started the game, because when I started I had my fists doing 1 damage and now I use a modified blaster rifle that has a damage of 9.
Not no substance (just lacking specific context, I guess).
A few people on this thread and similar threads have posted that they are against Soak (for example, Maelora doesn't like armour for aesthetic reasons and soak in general, Yepesnopes seems to hate it full-stop). But damage output in this game increases rapidly with attachments, modifications, skill* and talents. Soak and defensive abilities increase much more slowly.
* Side note: my version of Oskara has three ranks of Ranged: Heavy - not stupidly high for a bounty hunter - but she's doing an amount of damage that leaves our droid marauder envious (while his ability to do +40 critical hits for one advantage (easily generated by his superior mono-vibroswords) I find absolutely terrifying). He thinks I'm scarier, I think he's both scarier and tougher (as he should be).
Edited by Col. OrangeA few people on this thread and similar threads have posted that they are against Soak (for example, Maelora doesn't like armour for aesthetic reasons and soak in general, Yepesnopes seems to hate it full-stop).
He he he he he, If you have been GM Warhammer rpg since its first incarnation, may be you will have the same feeling about toughness based soak ![]()
A few people on this thread and similar threads have posted that they are against Soak (for example, Maelora doesn't like armour for aesthetic reasons and soak in general, Yepesnopes seems to hate it full-stop).
He he he he he, If you have been GM Warhammer rpg since its first incarnation, may be you will have the same feeling about toughness based soak
Naked-dwarf syndrome! ![]()
It got better in 2nd Edition (Green Ronin/Black Industries). Slower stat-progression and Toughness was less useful than armour.
Edited by Col. Orange
Not no substance (just lacking specific context, I guess).
A few people on this thread and similar threads have posted that they are against Soak (for example, Maelora doesn't like armour for aesthetic reasons and soak in general, Yepesnopes seems to hate it full-stop). But damage output in this game increases rapidly with attachments, modifications, skill* and talents. Soak and defensive abilities increase much more slowly.
* Side note: my version of Oskara has three ranks of Ranged: Heavy - not stupidly high for a bounty hunter - but she's doing an amount of damage that leaves our droid marauder envious (while his ability to do +40 critical hits for one advantage (easily generated by his superior mono-vibroswords) I find absolutely terrifying). He thinks I'm scarier, I think he's both scarier and tougher (as he should be).
I agree. There are ways to deal with it. I think a side issue is GMs aren't sure how to give out or the amount of exp. I am surprised at how fast people talk about leveling on the forums or maybe they just play 2-3 times a week.
Not no substance (just lacking specific context, I guess).
A few people on this thread and similar threads have posted that they are against Soak (for example, Maelora doesn't like armour for aesthetic reasons and soak in general, Yepesnopes seems to hate it full-stop). But damage output in this game increases rapidly with attachments, modifications, skill* and talents. Soak and defensive abilities increase much more slowly.
* Side note: my version of Oskara has three ranks of Ranged: Heavy - not stupidly high for a bounty hunter - but she's doing an amount of damage that leaves our droid marauder envious (while his ability to do +40 critical hits for one advantage (easily generated by his superior mono-vibroswords) I find absolutely terrifying). He thinks I'm scarier, I think he's both scarier and tougher (as he should be).
I agree. There are ways to deal with it. I think a side issue is GMs aren't sure how to give out or the amount of exp. I am surprised at how fast people talk about leveling on the forums or maybe they just play 2-3 times a week.
We just hit 650 xp last night. We started July 22nd 2013. We play 1-2 times a week.
Once a week, about six hours (but I'd say we go off-topic more than most groups). 15 xp per week (10 if we've done little to endanger ourselves). I feel like I'm fighting for every Talent I buy, so it actually feels like an achievement. Certainly don't feel I'm progressing too fast, though.
Edited by Col. OrangeI envy you guys and your 1 - 2 times a week games. I'm lucky if I can get my players together to play twice a month.
I think the other thing is that you just don't know how luck will play out. Like our Marauder throwing a thermal detonator into an imperial landing shuttle, only to see it bounce back. He triggered the blast anyways, which while not tremendously lethal to him did take him out of the fight. It was a heroic act, and it was positively devastating to the bad guys plus one imperial landing shuttle.
I have to admit that the damage\defense of the two combat characters leaves the other players envious. But the other players are rocking in their own ways. The Stealth Pit Droid is a Master Of Shadows with a stealth of YYYY. That little guy can sneak anywhere. Should our Marauder and our Gadgeteer demand more difficulty for that droid's sneaking? I don't think so. How about that Scoundrel? That dude can lie.
What next? Crash the ship because your Pilot is good?
I think the other thing is that you just don't know how luck will play out. Like our Marauder throwing a thermal detonator into an imperial landing shuttle, only to see it bounce back. He triggered the blast anyways, which while not tremendously lethal to him did take him out of the fight. It was a heroic act, and it was positively devastating to the bad guys plus one imperial landing shuttle.
Ahhh, the D&D survive a cannon to the chest syndrome.
In the above case as the GM I would have the PC die. A heroic save the day cinematic death for sure, but blown to bits anyway. Why? Because the PC triggered it anyway (not sure how that works as TDs normally don't have remote detonators, but maybe this one did). If it had gone off with a Despair there are rules in the description for this and it's quite possible to survive but if you choose to detonate it then you've made a choice to be within the blast radius and no one in their right mind would do that unless they fully expect to die. Now maybe theres more to this story, maybe the PC ran behind a blast boor or some other cover before setting it off, I'd be okay with this kind of go by the numbers approach but I won't stand for a Player Metagaming damage potential and triggering a blast that should kill them but because of an exploit in the rules doesn't.
I know this is supposed to be a heroic, cinematic adventure game but if the single most powerful weapon a PC is likely to encounter doesn't create fear of death in that PC, let alone the Player, then you've drained all the tension and challenge out of the game.
Oh and save the other weapons can potentially do more damage argument, thats not the point. The point is it's a Thermal F'n Detonator, basically a handheld nuke. If you're not playing your PC as being afraid of one of those going off next to them you're metagaming.
Edited by FuriousGreg
I think the other thing is that you just don't know how luck will play out. Like our Marauder throwing a thermal detonator into an imperial landing shuttle, only to see it bounce back. He triggered the blast anyways, which while not tremendously lethal to him did take him out of the fight. It was a heroic act, and it was positively devastating to the bad guys plus one imperial landing shuttle.
Ahhh, the D&D survive a cannon to the chest syndrome.
In the above case as the GM I would have the PC die. A heroic save the day cinematic death for sure, but blown to bits anyway. Why? Because the PC triggered it anyway (not sure how that works as TDs normally don't have remote detonators, but maybe this one did). If it had gone off with a Despair there are rules in the description for this and it's quite possible to survive but if you choose to detonate it then you've made a choice to be within the blast radius and no one in their right mind would do that unless they fully expect to die. Now maybe theres more to this story, maybe the PC ran behind a blast boor or some other cover before setting it off, I'd be okay with this kind of go by the numbers approach but I won't stand for a Player Metagaming damage potential and triggering a blast that should kill them but because of an exploit in the rules doesn't.
I know this is supposed to be a heroic, cinematic adventure game but if the single most powerful weapon a PC is likely to encounter doesn't create fear of death in that PC, let alone the Player, then you've drained all the tension and challenge out of the game.
Oh and save the other weapons can potentially do more damage argument, thats not the point. The point is it's a Thermal F'n Detonator, basically a handheld nuke. If you're not playing your PC as being afraid of one of those going off next to them you're metagaming.
You do understand that it is almost impossible to kill a character. Right? That is how the rules are written. There are other threads you can look this up in.
I did say it was not an intentional incident as you imply. He missed, but had enough luck to trigger it. Please familiarize yourself with the blast rules. A triggered blast does 15 damage, and its not the primary thermal detonator blast which is 20. It does horrendous damage to the troopers, because they were tightly grouped, and blasts do tremendous damage to tightly grouped minions. It does horrendous damage to a ship because its sufficient for structural damage, and there's no armor inside. An unprotected hyper drive is toast IMO.
By the way, 15 is the same damage as the Gadgeteer's multiple autofire hits from her blaster rifle, which is not guaranteed to kill a character.
All this and you're still wrong. Completely wrong. The most common thing my players say is, "If we survive this..." And, I'm talking about all of them, not just the tough guys. Apparently they feel challenged despite what you think.
I presume the game creators chose to call nuclear bombs Viscous 4 for a reason. If you want to house rule that to vicious 15, go for it. As it was, nothing lethal happened, and no limbs were lost. It was pretty close though. (I rolled low on the crit..)
I presume the game creators chose to call nuclear bombs Viscous 4 for a reason.
Maybe because if one goes off, the players are in a sticky situation!
I think the other thing is that you just don't know how luck will play out. Like our Marauder throwing a thermal detonator into an imperial landing shuttle, only to see it bounce back. He triggered the blast anyways, which while not tremendously lethal to him did take him out of the fight. It was a heroic act, and it was positively devastating to the bad guys plus one imperial landing shuttle.
Ahhh, the D&D survive a cannon to the chest syndrome.
In the above case as the GM I would have the PC die. A heroic save the day cinematic death for sure, but blown to bits anyway. Why? Because the PC triggered it anyway (not sure how that works as TDs normally don't have remote detonators, but maybe this one did). If it had gone off with a Despair there are rules in the description for this and it's quite possible to survive but if you choose to detonate it then you've made a choice to be within the blast radius and no one in their right mind would do that unless they fully expect to die. Now maybe theres more to this story, maybe the PC ran behind a blast door or some other cover before setting it off, I'd be okay with this kind of go by the numbers approach but I won't stand for a Player Metagaming damage potential and triggering a blast that should kill them but because of an exploit in the rules doesn't.
I know this is supposed to be a heroic, cinematic adventure game but if the single most powerful weapon a PC is likely to encounter doesn't create fear of death in that PC, let alone the Player, then you've drained all the tension and challenge out of the game.
Oh and save the other weapons can potentially do more damage argument, thats not the point. The point is it's a Thermal F'n Detonator, basically a handheld nuke. If you're not playing your PC as being afraid of one of those going off next to them you're metagaming.
You do understand that it is almost impossible to kill a character. Right? That is how the rules are written. There are other threads you can look this up in.
I did say it was not an intentional incident as you imply. He missed, but had enough luck to trigger it. Please familiarize yourself with the blast rules. A triggered blast does 15 damage, and its not the primary thermal detonator blast which is 20. It does horrendous damage to the troopers, because they were tightly grouped, and blasts do tremendous damage to tightly grouped minions. It does horrendous damage to a ship because its sufficient for structural damage, and there's no armor inside. An unprotected hyper drive is toast IMO.
By the way, 15 is the same damage as the Gadgeteer's multiple autofire hits from her blaster rifle, which is not guaranteed to kill a character.
All this and you're still wrong. Completely wrong. The most common thing my players say is, "If we survive this..." And, I'm talking about all of them, not just the tough guys. Apparently they feel challenged despite what you think.
I presume the game creators chose to call nuclear bombs Viscous 4 for a reason. If you want to house rule that to vicious 15, go for it. As it was, nothing lethal happened, and no limbs were lost. It was pretty close though. (I rolled low on the crit..)
I think you missed my point and I miss-interpreted you're use of the word Triggered, I read it a s trigging the device not triggering the effect, so mea culpa. My point though is that regardless of the RAW in a situation where a Player lets their PC do an obviously suicidal act like exploding a TD without diving for cover or some other attempt to save themselves from the explosion because they think their PC stats are high enough to take the damage and live, I'm going to kill them and I don't care how much soak they have.
There is a difference between a system rigged to keep PCs alive so they can do heroic things in the game and metagaming your PCs stats to ignore obvious deadly situations. The first is a good thing that makes for exciting cinematic play, the latter is does the opposite.
In this case, I judged the player to be further from the blast, and not point blank. So he got caught in that.
The scary thought is that uninjured, this wasn't enough damage to put him out if commission. He's got 21 wounds. He had soaked up 4 hits from heavy blasters in earlier fighting. After medical attention, he only had 6 wounds when he chose to take on an imperial shuttle 5 storm troopers, and their squad leader. (The gadgeteer was also near by... hiding. She wound up rescuing the Marauder in the aftermath.)
I envy you guys and your 1 - 2 times a week games. I'm lucky if I can get my players together to play twice a month.
The beauty of PbP games, good buddy. We get to play every day, or at least as often as everyone's having posted allows for (which is often, when I have set a posting deadline of minimum one per five days). We're only on 150 XP now, but we're not long away from our third Chapter - and everyone appears to be loving it so far.
I hope. >_>
Pfft. Thermal detonators... I bathe them in milk and eat them for breakie. Because I can.
No, in all seriousness, I would run for a door, screaming like a terrified tyke, if someone brandished one of those at me.
Not me. I'd just use my Jedi mind powers to thumb the "off" switch.
Except I don't have Jedi mind powers- OH MY GOD WE'RE GOING TO DIE!
OH MY GOD WE'RE GOING TO DIE!
It's okay, we can use Respawn.
...there IS a thing such as Respawn in this... right?
[Grabs Shakespearian_Soldier by the lapels]
We haven't saved in three hours.