| Post/Author/DateTime | Post |
|---|---|
| #1OraibiNov 08, 2010 16:23:17 | Any comments on these?EMPATHToy with Their Emotions Empath Novice With a simple tug of the heartstrings, you throw your enemy's emotions out of balance. GIANTFee, Fie, Foe, Fum Giant Novice You can easily reach over adjacent allies or foes to strike your target. HAWKOIDAirstrike Hawkoid Novice
HYPERCOGNITIVEDefensive Feint Hypercognitive Novice
PLANTAnother Vine Mess Plant Novice
RAT SWARMSpread Out! Rat Swarm Novice
SPEEDSTERWhirlwind Spin Speedster Novice
YETIBigger Claws Yeti Novice
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| #2moosekickedmysisterstoofNov 08, 2010 16:56:24 | Very well done. I wonder if Far-Go will have alternate At-Wills for all the origins that lack them. |
| #3caz_granbergNov 08, 2010 19:26:27 | These make me happy - I'd much rather have at-will powers at Novice. I'm a copy these for use with my mutants. |
| #4bioquackNov 08, 2010 21:07:44 | Nice Work. I've honestly wondered if the Encounter Novice Powers were actually errors. What happens if you roll a Hawkiod Emphath with Str Con Dex and Int all under 13? You'll only have two attacks that can hit anything then you just have to hope the rest of the party can handle the situation while you cower in the back. I think the powers you designed could definately help someone in the situation I described above. For my home game I've made the assumption that all Novice powers are Standard Action At-Wills. |
| #5OraibiNov 08, 2010 21:13:47 | The encounter novice powers were clearly meant to be encounter powers -- most of them are too powerful to be at-wills, even in Gamma World. I suspect that the "what if you roll up a crappy Hawkoid Empath" situation is meant to mimic previous versions of Gamma World where, indeed, you could roll up a crappy character and you were just stuck with it. In such a case, I recommend getting killed off as soon as possible, to be honest! Which is more entertaining than whining at the GM because your character sucks. That said, I think it's fair to allow players to switch out for an at-will if the GM allows, which is why I wrote up these. Some were made specifically to address the situation describe here -- a Hawkoid Empath under these house rules would have the possibility of two at-wills, one which makes the target grant combat advantage as a minor action and another which lets them fly over someone and shoot them with a Wisdom-based ranged attack. |
| #6bioquackNov 08, 2010 22:04:16 | Yah, I guess they are pretty powerful, but one of my players has a 3 Constitution so it sort of balances out. The two alternate At-Wills are definately a fair option and I hope WotC does something like what you've described. However I do have a bone to pick: If your right about being able to roll up crappy characters, I would like to see more diversity in the crappyness. Where are the Yetis that can't lift over 25 lbs? The Speedsters that can't walk and chew gum? The Androids with serious cognitive deficits? Darn it! I want more crap! And as a GM I love the whinning. It makes me feel important. JK |
| #7stonewyndNov 08, 2010 22:09:24 | you know you could just make the encounter powers at-wills. they're actually less powerful than some other at-wills, if you look. |
| #8DavalThunderstoneNov 09, 2010 0:05:59 | Wow, I had no idea that those novice powers were encounter powers in the first place. Why not have them be purple like all the powers that actually are encounter powers? How are those powers balanced, as some encounter novice powers are blatantly worse than some at will novice powers? I mean I get Gamma World isn't as geared toward character balance as 4E, but seriously this makes little to no sense. Is it a horrible typo or bad game design? |
| #9OraibiNov 09, 2010 12:23:24 | I think it's a valid game design. The idea being that there are some mutations which just aren't as useful as others. What they didn't check for, though, was whether or not they were cheesing out the Wis/Cha mutants. |
| #10cryoghoulNov 09, 2010 15:04:48 | Nice alternate powers! Also this thread served to surprise me about the fact there was any encounter novice powers. The Giant and Plant ones seem to me the only ones which would be slightly overpowered if they were At-Wills. Like for example the original Hyperbog novice power resembles a druid At-Will from 4e. Still I must say I like the new Giant and Hawkiod powers presented here. |
| #11DavalThunderstoneNov 09, 2010 15:13:37 | I'm not saying it isn't valid game design, but in my mind its not good game design. Plants are just pretty sucky. Cockroaches are awesome. I want everything to be awesome. |
| #12Tony_VargasNov 09, 2010 16:04:53 | How are those powers balanced, as some encounter novice powers are blatantly worse than some at will novice powers? Some are easy to compare and not much better than other at-will powers. The Android and Rat Swarm for instance both immobilize, but the android only imobilizes to the start of your turn, while the Rat Swarm goes to the end of your turn, and the Rat Swarm doesn't have to remain adjacent. That doesn't seem worth the difference between Encounter & at-will, to me, but the Android's at-will is already quite strong, so I guess they felt the need to draw the line somewhere. Others are just hard to assess. Is the Empath novice power all that? Hard to say. I've seen it in action, and it seemed extremely weak, not even that great as an at-will. But, what it does is nothing like what any other at-will does. The closest thing I've seen to an at-will being better than an encounter is the TK vs the Hawkoid. And even that's more along the lines of comparable than better. The Giant, Plant, and Yeti have claerly powerful novice powers that'd have to be toned down somehow to work as at-will. |
| #13SerpineNov 09, 2010 23:25:29 | Is the Empath novice power all that? Hard to say. I've seen it in action, and it seemed extremely weak, not even that great as an at-will. Having about a 50% chance of dropping 1 target's damage in half for one round (useless if that target happens to miss anyway) and granting 3-4 temporary hit points in a game people fully heal after every fight? Yeah its pretty uninspiring. But then a lot of Empath's other traits are pretty meh to: Pacifying Aura - party members who let the enemy get the drop on them don't suffer for it. Vital Presence - party members who are out of the fight become less likely to die. Share Strength - shuffle hit points among two party members and give a saving throw (situationally good, but its still no net party gain of hit points, the save would have happened 50% of the time anyway, and also its an encounter power). Zone of Pacification requires careful positioning since it effects your guys as well. And Empath Critical is awesome, assuming you roll 20s a whole lot. That being said, in the Games Day: Trouble in Freesboro scenario I managed to Vitality Transfer to blunt that stupid radioactive bird for a round and keep our main damage dealer up one extra round, so I respect it *a little*. Other encounters though people pretty much regarded it as the time I spent "thinking" instead of doing something cool with my Doppelganger minion. Maybe if it was auto hit I'd respect it more as an Encounter power... |
| #14ChandrakNov 10, 2010 0:58:39 | I'm not saying it isn't valid game design, but in my mind its not good game design. In my game, we just made all novice powers standard action at-wills. Seems to work pretty well. Maybe some are a little stronger than others now, but nobody ends up with no at-wills, and none of them have proved unbalancing. |
| #15DavalThunderstoneNov 10, 2010 4:30:16 | I'm not saying it isn't valid game design, but in my mind its not good game design. Yeah thats what we're looking to do. And for the record, I don't think the planst Novice power is all that great even as an at-will. Close bursts that target allies are hard to get off reliably in my experience. |
| #16palmerkunNov 11, 2010 3:08:46 | And for the record, I don't think the planst Novice power is all that great even as an at-will. Close bursts that target allies are hard to get off reliably in my experience. I don't think you're reading it right. Lashing Creepers doesn't target allies at all. Close Burst 2 that affects ENEMIES ONLY. That is, it attacks every enemy within 2 squares and does NOT hurt any allies. This is VERY powerful. Read it again. If you still think it's weak, play it. |