Re: Ridiculous things in the books
Posted: Thu Apr 19, 2012 10:22 pm
what is this hyperbowl that you speak of ?
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Lenwen wrote:Sweet !!
2,215 spells (of which we have no clue are doubles .. )...
Lenwen wrote:Sweet !!
2,215 spells (of which we have no clue are doubles .. )
Which is again .. Many many many times less then what pepsi was attempting to imply ..
Good work people.
Lenwen wrote:Sweet !!
2,215 spells (of which we have no clue are doubles .. )
Which is again .. Many many many times less then what pepsi was attempting to imply ..
Good work people.
Pepsi Jedi wrote:flatline wrote:Colt47 wrote:It doesn't help that I was introduced to this game via the RUE and was left wondering why everyone was going crazy over the 20% penalty to magic from heavy armor, since the last game system I had major experience with was 3rd edition.
Actually, the one thing I do find very ridiculous in books is how Palladium doesn't seem to have any method other than eyeballing existing material to balance new material that comes out. The end result is the GMG nerf to C.J.'s creations and a whole "losing the power of chi" entry in Rifts China 2. Also, what is with the Rifts franchise and it's absolute paranoia of using Chi as it's own statistic?
So some more context:
From the beginning, mages were already at a combat disadvantage since it took half a melee to cast a spell. This was painful when everyone else had 4 attacks per melee which means without armor, you were toast before you could even get your first spell cast. Then things got worse when the "2 attacks for living" rule gave everyone else 2 additional attacks, but spell casting was still limited to 2 spells per melee.
Most of us saw this as the rules making an unfair situation more unfair.
But the most frustrating bit about magic is that the rules are completely arbitrary about what spells are blocked by environmental armor, power armor, and vehicles/robotic vehicles.
So at this point, players who like to play magic users are perhaps a little hypersensitive to anything that makes our life more difficult. We'll take one for the team if the rule makes the game a better game overall, but in the case of mages wearing armor, it does nothing to improve the game yet it penalizes us. Naturally, we don't like the rule.
But ignoring all that, the current rule is just a bad mechanic. If you want to penalize mages for wearing heavy armor, create a mechanic that doesn't require additional rolls and table lookups EVERY SINGLE TIME WE CAST A SPELL! Design the penalty such that it can noted on the character sheet once and be done with it. Something like "Heavy armor reduces PPE regeneration by 20%". There, now combat doesn't involved a bunch of extra rolls and mages still have serious incentive to not wear heavy armor.
Don't make rules that bog down gameplay.
--flatline
I hear what you're saying Flatline, but I maintain that annoyance is on purpose. It's a "Stick" That's in the rules to purposefully be annoying to help prevent PLAYERS from just sucking up a flat 20% penalty and moving on.
I.E. it's annoying because it's designed to be annoying, to purposefully make you not want to mess with it, so you won't put the heavy armor on your character.
Pepsi Jedi wrote:flatline wrote:In that case, the rule is self-defeating because they've increased the odds that it'll be ignored or house-ruled.
--flatline
Eh.... that's akin to saying "Making drugs illegaljust means more people will break the law to do them."
The Galactus Kid wrote:Pepsi Jedi wrote:Are you able to fist ffight a Juicer? No.
Do you have 4000 spells that you could use to prevent fist fighting a Juicer? Yes.
ha. Awesome.
Killer Cyborg wrote:Pepsi Jedi wrote:flatline wrote:Colt47 wrote:It doesn't help that I was introduced to this game via the RUE and was left wondering why everyone was going crazy over the 20% penalty to magic from heavy armor, since the last game system I had major experience with was 3rd edition.
Actually, the one thing I do find very ridiculous in books is how Palladium doesn't seem to have any method other than eyeballing existing material to balance new material that comes out. The end result is the GMG nerf to C.J.'s creations and a whole "losing the power of chi" entry in Rifts China 2. Also, what is with the Rifts franchise and it's absolute paranoia of using Chi as it's own statistic?
So some more context:
From the beginning, mages were already at a combat disadvantage since it took half a melee to cast a spell. This was painful when everyone else had 4 attacks per melee which means without armor, you were toast before you could even get your first spell cast. Then things got worse when the "2 attacks for living" rule gave everyone else 2 additional attacks, but spell casting was still limited to 2 spells per melee.
Most of us saw this as the rules making an unfair situation more unfair.
But the most frustrating bit about magic is that the rules are completely arbitrary about what spells are blocked by environmental armor, power armor, and vehicles/robotic vehicles.
So at this point, players who like to play magic users are perhaps a little hypersensitive to anything that makes our life more difficult. We'll take one for the team if the rule makes the game a better game overall, but in the case of mages wearing armor, it does nothing to improve the game yet it penalizes us. Naturally, we don't like the rule.
But ignoring all that, the current rule is just a bad mechanic. If you want to penalize mages for wearing heavy armor, create a mechanic that doesn't require additional rolls and table lookups EVERY SINGLE TIME WE CAST A SPELL! Design the penalty such that it can noted on the character sheet once and be done with it. Something like "Heavy armor reduces PPE regeneration by 20%". There, now combat doesn't involved a bunch of extra rolls and mages still have serious incentive to not wear heavy armor.
Don't make rules that bog down gameplay.
--flatline
I hear what you're saying Flatline, but I maintain that annoyance is on purpose. It's a "Stick" That's in the rules to purposefully be annoying to help prevent PLAYERS from just sucking up a flat 20% penalty and moving on.
I.E. it's annoying because it's designed to be annoying, to purposefully make you not want to mess with it, so you won't put the heavy armor on your character.
If so, that's a bad move, because it only creates an incentive to avoid using that rule at all.
It would have been better, and smarter, and more effective to simply rule that mages can't cast spells at all under certain conditions if they really wanted to restrict them.
Besides, the penalties don't apply to "heavy armor."
They apply to ANY artificial armor that covers most of the body.
The rules apply to Plastic Man armor (35 MDC).
They do not apply to heavy Fury Beetle armor (70 MDC).
A mage wearing a Redman Suit would have his spellcasting affected, even thought the stuff couldn't stop an SDC blade or bullet.
A mage wearing a suit of Mystic Power Armor with a Naruni Super-Heavy Force Field would not have his spellcasting affected in the slightest.
So... what's the point of the rule again?
Killer Cyborg wrote:Pepsi Jedi wrote:flatline wrote:In that case, the rule is self-defeating because they've increased the odds that it'll be ignored or house-ruled.
--flatline
Eh.... that's akin to saying "Making drugs illegaljust means more people will break the law to do them."
Actually, it's more akin do saying, "Drugs are legal, but you have to hop on one foot while wearing a hair shirt and screaming obscenities if you want to do them.
Because God knows we don't want to actually forbid their use or anything, just make a rule that makes certain activities more irritating not just to the people doing those activities, but to those around them as well."
SAMASzero wrote: Artillery is not a front-line unit, for example, but it certainly gets used in combat, right? Mages are classically the Fantasy equivalent of artillery. They're supposed to cast in combat, but from safely behind their compatriots (and a forcefield and Armor of Ithan).
Killer Cyborg wrote:The Galactus Kid wrote:Pepsi Jedi wrote:Are you able to fist ffight a Juicer? No.
Do you have 4000 spells that you could use to prevent fist fighting a Juicer? Yes.
ha. Awesome.
Sure.
Spells like Magical Adrenal Rush, Superhuman Strength, and Fist of Fury.
With spells like that, there's no way you should ever fist-fight a juicer instead of relying on magic.
Pepsi Jedi wrote:Killer Cyborg wrote:Besides, the penalties don't apply to "heavy armor."
They apply to ANY artificial armor that covers most of the body.
The rules apply to Plastic Man armor (35 MDC).
They do not apply to heavy Fury Beetle armor (70 MDC).
A mage wearing a Redman Suit would have his spellcasting affected, even thought the stuff couldn't stop an SDC blade or bullet.
A mage wearing a suit of Mystic Power Armor with a Naruni Super-Heavy Force Field would not have his spellcasting affected in the slightest.
So... what's the point of the rule again?
I don't have the book open in front of me, but I'm pretty sure it's only in effect to 'modern' (By rifts standard)) MDC Armor isn't it? And "Anything that covers a certain percentage of the body" ?
Therefore a padded suit would not trigger it.
As for the Mmystic power armor (( Designed from the ground up)) would not effect it.
"Naruni super heavy force field... hurm...... I'm not sure on that one. That'd be a GM call. Does the forcefield 'wear' like a second skin? or is it a bubble? if it IS a second skin, does that affect the flow of PPE like 'modern' MDC armor does?
Killer Cyborg wrote:SAMASzero wrote: Artillery is not a front-line unit, for example, but it certainly gets used in combat, right? Mages are classically the Fantasy equivalent of artillery. They're supposed to cast in combat, but from safely behind their compatriots (and a forcefield and Armor of Ithan).
Let's look at this theory for a minute.
The range on an average high-tech rifle is a couple thousand feet.
The range on an average offensive spell is dozens to hundreds of feet.
So you stick the mages in back, and the guys with the long-range attacks up front, so that the guys with the shortest attack range are farthest from the enemy, and the guys with the longest-range attacks are closest to the enemy?
Mages can cast protective spells on themselves that create MDC barriers to protect themselves, barriers that incur no repair cost, because they cease to exist after a while, and can be resummoned at the will of the caster, as long as there is PPE available (a naturally recharging resource).
Tech soldiers wear heavy protective body armor which costs thousands of credits to repair, even with relatively minor damage.
So you stick the guys who (almost) never have to worry about repair bills behind the guys who can quickly go bankrupt from armor repairs, and who in fact can die if their armor gets damaged too much before they can travel to one of the cities that actually can repair their armor at all?
Tech soldiers can have melee weapons that inflict 3d6 or even 4d6 MD, especially if they're giant robots or such.
Mages can cast spells that summon melee weapons that can inflict 1d4x10 MD +1 MD per level (Lightblade).
So you stick your mages in back, keeping them safely out of melee range with the enemy, while the tech guys bravely step up and engage the enemy in order to protect the mages from getting hurt?
Mages can cast spells that make them flat-out impervious to certain kinds of attacks, such as "Impervious to Energy," which protects against most direct-damage tech attacks as well as most direct-damage magic (or even psionic) attacks.
Tech soldiers tend to have no immunities to any kind of direct damage attack.
So you stick your tech soldiers up front, where they're more likely to get shot with laser beams, and you stick your mages in back, where they're safe from getting hit by weapons that wouldn't harm them.
Because Mages are designed by the writers to be "glass cannons" who are fragile and not very good at engaging the enemy directly.
Does that pretty much sum things up?
Pepsi Jedi wrote:Killer Cyborg wrote:Pepsi Jedi wrote:flatline wrote:In that case, the rule is self-defeating because they've increased the odds that it'll be ignored or house-ruled.
--flatline
Eh.... that's akin to saying "Making drugs illegaljust means more people will break the law to do them."
Actually, it's more akin do saying, "Drugs are legal, but you have to hop on one foot while wearing a hair shirt and screaming obscenities if you want to do them.
Because God knows we don't want to actually forbid their use or anything, just make a rule that makes certain activities more irritating not just to the people doing those activities, but to those around them as well."
Have you tried getting a prescription lately if your annual take home is less than 100K? It is alot like hopping on one foot while wearing a hair shirt and screaming obscenities. It's ALOT like that.
As for the other, That's the short definition of laws isn't it? Making some things more irritating not just to the people doing them but those around them as well? The Irritation being arrest and detainment, and extremely rarely execution. And irritating to those around them for having to put up with the cops and the arrests and the whining of the criminals complaining about their sorry lot in life?
Another jest but it's not TOO far off either.
As I've said before. Follow the rule, or not, but the rule works fine.
Killer Cyborg wrote:The Galactus Kid wrote:Pepsi Jedi wrote:Are you able to fist ffight a Juicer? No.
Do you have 4000 spells that you could use to prevent fist fighting a Juicer? Yes.
ha. Awesome.
Sure.
Spells like Magical Adrenal Rush, Superhuman Strength, and Fist of Fury.
With spells like that, there's no way you should ever fist-fight a juicer instead of relying on magic.
Killer Cyborg wrote:Pepsi Jedi wrote:As I've said before. Follow the rule, or not, but the rule works fine.
In what sense does it "work fine?"
It doesn't keep mages from wearing armor with high MDC.
Killer Cyborg wrote:It doesn't keep mages from wearing heavy armor.
Killer Cyborg wrote: It doesn't keep mages from wearing natural armors that are at least as sturdy as their non-natural counterparts
Killer Cyborg wrote:
It doesn't keep mages from casting spells while in heavy armor or armor with high MDC.
Killer Cyborg wrote:
It doesn't make sense with the physics or the metaphysics of the game world.
[/quote]Killer Cyborg wrote:
So how exactly is it working?
Pepsi Jedi wrote:Killer Cyborg wrote:The Galactus Kid wrote:Pepsi Jedi wrote:Are you able to fist ffight a Juicer? No.
Do you have 4000 spells that you could use to prevent fist fighting a Juicer? Yes.
ha. Awesome.
Sure.
Spells like Magical Adrenal Rush, Superhuman Strength, and Fist of Fury.
With spells like that, there's no way you should ever fist-fight a juicer instead of relying on magic.
My money is still on the juicer.
Pepsi Jedi wrote:Killer Cyborg wrote:Pepsi Jedi wrote:As I've said before. Follow the rule, or not, but the rule works fine.
In what sense does it "work fine?"
It doesn't keep mages from wearing armor with high MDC.
It makes it disadvantageous to go against the class as written. Impossible? No. Annoying and disadvantageous, yes.
As written mages don't wear metal or man made material armor that covers more than half of their body. As it messes with their magic. Armors designed from the ground up to be magical, yes, can be worn, by magical classes with out said interference.
Killer Cyborg wrote:It doesn't keep mages from wearing heavy armor.
It makes it disadvantageous to go against the class as written.
Killer Cyborg wrote: It doesn't keep mages from wearing natural armors that are at least as sturdy as their non-natural counterparts
Nope, but as written those don't mess with the magic and while heavy and not suited for the mage, aren't against how Kevin and co say magic works.
Killer Cyborg wrote: It doesn't keep mages from casting spells while in heavy armor or armor with high MDC.
It makes it disadvantageous to go against the class as written.
Killer Cyborg wrote: It doesn't make sense with the physics or the metaphysics of the game world.
It's magic. Magic by it's nature doesn't have to make sense.
It works with the metaphysics of the game world because the creator of the game world says it does.
You can't 'Explain' magic made up by someone else.
Killer Cyborg wrote:
So how exactly is it working?
Hell I've said repeatedly if you're going to ignore the class guidelines and how they're presented, you can. But it's against what the game has set as Palladium's "Version' of Mages.
Lenwen wrote:Magical Adrenal Rush, Superhuman Strength, and Fist of Fury and Fleet feet ..
Buh - By .. Juicer ..
flatline wrote:Wait, so according to the new rule, a polyester suit interferes with spell casting?
This just gets better and better.
--flatline
flatline wrote:Wait, so according to the new rule, a polyester suit interferes with spell casting?
This just gets better and better.
--flatline
Giant2005 wrote:flatline wrote:Wait, so according to the new rule, a polyester suit interferes with spell casting?
This just gets better and better.
--flatline
Anyone else envisioning Palladium Mages all dressed like Conan the Barbarian?
flatline wrote:Kilts are made of wool...
Killer Cyborg wrote:SAMASzero wrote: Artillery is not a front-line unit, for example, but it certainly gets used in combat, right? Mages are classically the Fantasy equivalent of artillery. They're supposed to cast in combat, but from safely behind their compatriots (and a forcefield and Armor of Ithan).
Let's look at this theory for a minute.
The range on an average high-tech rifle is a couple thousand feet.
The range on an average offensive spell is dozens to hundreds of feet.
So you stick the mages in back, and the guys with the long-range attacks up front, so that the guys with the shortest attack range are farthest from the enemy, and the guys with the longest-range attacks are closest to the enemy?
Mages can cast protective spells on themselves that create MDC barriers to protect themselves, barriers that incur no repair cost, because they cease to exist after a while, and can be resummoned at the will of the caster, as long as there is PPE available (a naturally recharging resource).
Tech soldiers wear heavy protective body armor which costs thousands of credits to repair, even with relatively minor damage.
So you stick the guys who (almost) never have to worry about repair bills behind the guys who can quickly go bankrupt from armor repairs, and who in fact can die if their armor gets damaged too much before they can travel to one of the cities that actually can repair their armor at all?
Tech soldiers can have melee weapons that inflict 3d6 or even 4d6 MD, especially if they're giant robots or such.
Mages can cast spells that summon melee weapons that can inflict 1d4x10 MD +1 MD per level (Lightblade).
So you stick your mages in back, keeping them safely out of melee range with the enemy, while the tech guys bravely step up and engage the enemy in order to protect the mages from getting hurt?
Mages can cast spells that make them flat-out impervious to certain kinds of attacks, such as "Impervious to Energy," which protects against most direct-damage tech attacks as well as most direct-damage magic (or even psionic) attacks.
Tech soldiers tend to have no immunities to any kind of direct damage attack.
So you stick your tech soldiers up front, where they're more likely to get shot with laser beams, and you stick your mages in back, where they're safe from getting hit by weapons that wouldn't harm them.
Because Mages are designed by the writers to be "glass cannons" who are fragile and not very good at engaging the enemy directly.
Does that pretty much sum things up?
SAMASzero wrote:Killer Cyborg wrote:SAMASzero wrote: Artillery is not a front-line unit, for example, but it certainly gets used in combat, right? Mages are classically the Fantasy equivalent of artillery. They're supposed to cast in combat, but from safely behind their compatriots (and a forcefield and Armor of Ithan).
Let's look at this theory for a minute.
The range on an average high-tech rifle is a couple thousand feet.
The range on an average offensive spell is dozens to hundreds of feet.
So you stick the mages in back, and the guys with the long-range attacks up front, so that the guys with the shortest attack range are farthest from the enemy, and the guys with the longest-range attacks are closest to the enemy?
Mages can cast protective spells on themselves that create MDC barriers to protect themselves, barriers that incur no repair cost, because they cease to exist after a while, and can be resummoned at the will of the caster, as long as there is PPE available (a naturally recharging resource).
Tech soldiers wear heavy protective body armor which costs thousands of credits to repair, even with relatively minor damage.
So you stick the guys who (almost) never have to worry about repair bills behind the guys who can quickly go bankrupt from armor repairs, and who in fact can die if their armor gets damaged too much before they can travel to one of the cities that actually can repair their armor at all?
Tech soldiers can have melee weapons that inflict 3d6 or even 4d6 MD, especially if they're giant robots or such.
Mages can cast spells that summon melee weapons that can inflict 1d4x10 MD +1 MD per level (Lightblade).
So you stick your mages in back, keeping them safely out of melee range with the enemy, while the tech guys bravely step up and engage the enemy in order to protect the mages from getting hurt?
Mages can cast spells that make them flat-out impervious to certain kinds of attacks, such as "Impervious to Energy," which protects against most direct-damage tech attacks as well as most direct-damage magic (or even psionic) attacks.
Tech soldiers tend to have no immunities to any kind of direct damage attack.
So you stick your tech soldiers up front, where they're more likely to get shot with laser beams, and you stick your mages in back, where they're safe from getting hit by weapons that wouldn't harm them.
Because Mages are designed by the writers to be "glass cannons" who are fragile and not very good at engaging the enemy directly.
Does that pretty much sum things up?
Yep, that's pretty much how it works out in practice, doesn't it?
I said that's how the idea seems to work. I didn't say it was well thought out.
SAMASzero wrote:Killer Cyborg wrote:SAMASzero wrote: Artillery is not a front-line unit, for example, but it certainly gets used in combat, right? Mages are classically the Fantasy equivalent of artillery. They're supposed to cast in combat, but from safely behind their compatriots (and a forcefield and Armor of Ithan).
Let's look at this theory for a minute.
The range on an average high-tech rifle is a couple thousand feet.
The range on an average offensive spell is dozens to hundreds of feet.
So you stick the mages in back, and the guys with the long-range attacks up front, so that the guys with the shortest attack range are farthest from the enemy, and the guys with the longest-range attacks are closest to the enemy?
Mages can cast protective spells on themselves that create MDC barriers to protect themselves, barriers that incur no repair cost, because they cease to exist after a while, and can be resummoned at the will of the caster, as long as there is PPE available (a naturally recharging resource).
Tech soldiers wear heavy protective body armor which costs thousands of credits to repair, even with relatively minor damage.
So you stick the guys who (almost) never have to worry about repair bills behind the guys who can quickly go bankrupt from armor repairs, and who in fact can die if their armor gets damaged too much before they can travel to one of the cities that actually can repair their armor at all?
Tech soldiers can have melee weapons that inflict 3d6 or even 4d6 MD, especially if they're giant robots or such.
Mages can cast spells that summon melee weapons that can inflict 1d4x10 MD +1 MD per level (Lightblade).
So you stick your mages in back, keeping them safely out of melee range with the enemy, while the tech guys bravely step up and engage the enemy in order to protect the mages from getting hurt?
Mages can cast spells that make them flat-out impervious to certain kinds of attacks, such as "Impervious to Energy," which protects against most direct-damage tech attacks as well as most direct-damage magic (or even psionic) attacks.
Tech soldiers tend to have no immunities to any kind of direct damage attack.
So you stick your tech soldiers up front, where they're more likely to get shot with laser beams, and you stick your mages in back, where they're safe from getting hit by weapons that wouldn't harm them.
Because Mages are designed by the writers to be "glass cannons" who are fragile and not very good at engaging the enemy directly.
Does that pretty much sum things up?
Yep, that's pretty much how it works out in practice, doesn't it?
I said that's how the idea seems to work. I didn't say it was well thought out.
Ziggurat the Eternal wrote:Mages have to have the most lenient gm ever, or be very high level before their mdc protections are worth even a suit of plastic man armor, and much higher still to be immune to anything. they are practicly worthless at low levels.
flatline wrote:Ziggurat the Eternal wrote:Mages have to have the most lenient gm ever, or be very high level before their mdc protections are worth even a suit of plastic man armor, and much higher still to be immune to anything. they are practicly worthless at low levels.
What prevents a 1st level mage from casting Impervious to Energy or Invincible Armor?
--flatline
flatline wrote:Ziggurat the Eternal wrote:Mages have to have the most lenient gm ever, or be very high level before their mdc protections are worth even a suit of plastic man armor, and much higher still to be immune to anything. they are practicly worthless at low levels.
What prevents a 1st level mage from casting Impervious to Energy or Invincible Armor?
--flatline
The Beast wrote:flatline wrote:Ziggurat the Eternal wrote:Mages have to have the most lenient gm ever, or be very high level before their mdc protections are worth even a suit of plastic man armor, and much higher still to be immune to anything. they are practicly worthless at low levels.
What prevents a 1st level mage from casting Impervious to Energy or Invincible Armor?
--flatline
Time if you rolled poorly for initiative.
Lenwen wrote:Killer Cyborg wrote:The Galactus Kid wrote:Pepsi Jedi wrote:Are you able to fist ffight a Juicer? No.
Do you have 4000 spells that you could use to prevent fist fighting a Juicer? Yes.
ha. Awesome.
Sure.
Spells like Magical Adrenal Rush, Superhuman Strength, and Fist of Fury.
With spells like that, there's no way you should ever fist-fight a juicer instead of relying on magic.
Thats 1 of my more melee favored combos !
Well said none the less ..
Ziggurat the Eternal wrote:Mages have to have the most lenient gm ever, or be very high level before their mdc protections are worth even a suit of plastic man armor, and much higher still to be immune to anything. they are practicly worthless at low levels.
Killer Cyborg wrote:Ziggurat the Eternal wrote:Mages have to have the most lenient gm ever, or be very high level before their mdc protections are worth even a suit of plastic man armor, and much higher still to be immune to anything. they are practicly worthless at low levels.
Energy Shield is generally available at first level, and provides 60 MDC worth of protection.
Double at ley lines.
Triple at nexuses.
Likewise, Impervious to Fire and Impervious to Poison are available at first level for most mages.
Shifters (and perhaps some other kinds of mages) can learn Impervious to Energy, or Invulnerability, or other such spells at first level, depending on the union they pick.
A techno-wizard could have armor that casts Invulnerability for him, iirc, at first level.
And that's not taking into account less common OCCs.
But out of curiosity, why worry about first level specifically?
Nightmask wrote:Killer Cyborg wrote:Ziggurat the Eternal wrote:Mages have to have the most lenient gm ever, or be very high level before their mdc protections are worth even a suit of plastic man armor, and much higher still to be immune to anything. they are practicly worthless at low levels.
Energy Shield is generally available at first level, and provides 60 MDC worth of protection.
Double at ley lines.
Triple at nexuses.
Likewise, Impervious to Fire and Impervious to Poison are available at first level for most mages.
Shifters (and perhaps some other kinds of mages) can learn Impervious to Energy, or Invulnerability, or other such spells at first level, depending on the union they pick.
A techno-wizard could have armor that casts Invulnerability for him, iirc, at first level.
And that's not taking into account less common OCCs.
But out of curiosity, why worry about first level specifically?
Because if you think your character can't even survive the first level you don't even bother thinking about what it'd be like at higher levels so you focus on 'can he make it as a 1st level character?'.
flatline wrote:Oh my god! What did they do to the Cyber-Knight?
The RMB OCC was simple, elegant even. The new OCC has lost all of that.
Is the "cyber-armor" some sort of symbiote that looks like cybernetic armor?
And where did this "Zen combat" come from? I'm trying to wrap my mind around it, but at this point, it defies understanding.
CK's used to be my favorite non-magic OCC...These new CK's are unrecognizable.
--flatline
Pepsi Jedi wrote:lol first time in 7 years you've looked at them?
flatline wrote:Pepsi Jedi wrote:lol first time in 7 years you've looked at them?
I just bought a stack of new books to see what I've been missing. First Palladium books I've purchased since probably 2000 or 2001.
I really enjoyed the phaseworld books I picked up, BoM, and CB2 (I like demigods, don't care for godlings). Now I'm starting to work through HU2, RUE, and Splicers.
--flatline
Pepsi Jedi wrote:Killer Cyborg wrote:The Galactus Kid wrote:Pepsi Jedi wrote:Are you able to fist ffight a Juicer? No.
Do you have 4000 spells that you could use to prevent fist fighting a Juicer? Yes.
ha. Awesome.
Sure.
Spells like Magical Adrenal Rush, Superhuman Strength, and Fist of Fury.
With spells like that, there's no way you should ever fist-fight a juicer instead of relying on magic.
My money is still on the juicer.
Killer Cyborg wrote:Once you include grenades, I no longer consider it to be a fist fight.
Balabanto wrote:Pepsi Jedi wrote:Killer Cyborg wrote:The Galactus Kid wrote:Pepsi Jedi wrote:Are you able to fist ffight a Juicer? No.
Do you have 4000 spells that you could use to prevent fist fighting a Juicer? Yes.
ha. Awesome.
Sure.
Spells like Magical Adrenal Rush, Superhuman Strength, and Fist of Fury.
With spells like that, there's no way you should ever fist-fight a juicer instead of relying on magic.
My money is still on the juicer.
Three words.
Carpet. Of. Adhesion.
This plus ordinary heavy explosive grenades means he doesn't have to worry. Even a dodge indicates half damage. And this is assuming your mage is underpowered except for one spell and kind of stinks. This is a case where I would take the mage any day.
Mack wrote:Killer Cyborg wrote:Once you include grenades, I no longer consider it to be a fist fight.
Well is it a handgrenade...