| Post/Author/DateTime | Post |
|---|---|
| #1octabadgerJan 17, 2011 11:39:38 | Hiya, I bought the Famine in Far-Go and let people reroll characters if they wished. I started looking at some of the powers in the Famine book and they seem an awful lot more powerful than the ones in the main book. Has anyone else thought that? I don't know how the others play but I saw things like Hypercognative in the main book Uncanny Strike: Encounter, target 1 creature, wis +lvl +WA vs AC, 1W+wis +lvl target grants combat advantage. Temporal in the Famine book is pretty much the same but it is at will and instead of combat advantage it adds teleport and daze effect. I also saw an issue with magnetic vs yeti both have minor actions for an attack but the Yeti is encounter and the magnetic is at will the damage is 1d10 for yeti and 1d8 for magnetic and the yeti adds a slow effect but that doesn't seem like it makes enough difference to change it to encounter. It seems to give the magnetic character a huge increase in damage increase. There are a handful of other things as well these where just the ones I ran across with the guys making characters. I house ruled some of them like taking the slow effect from the Yeti and letting it be at will (still seems powerful though I might change so the magnetic is encounter instead) also changed a lot of the encounter powers in the main book to at will and took off some of the effects like in Brickbat took off the immobilize. I saw a handful of other things in the origins that didn't seem to match it seems like the second is way more powerful the the main. Will the origins in the main book work ok with the adventure and monsters in the Famine book? |
| #2MuderflyJan 17, 2011 14:49:58 | i would put prescient ateh hypercog comparable, but yesh, some seem a bit more powerful to me as well. there will always be a power creep it seems. I think the core origin work just fine in the famine setting, the difference isnt too bad. |
| #3Seeker95Jan 17, 2011 18:08:25 | I noticed a few of the powers seeming a bit over the top in strength, but nothing that makes the other powers seem inadequate. If you consider it a problem, consider having players roll one origin from the core book and nother from Fargo, with a d6 (odd or even) determining which to make primary. That way everyone is a mix of the two sources. |
| #4octabadgerJan 18, 2011 10:20:39 | I noticed a few of the powers seeming a bit over the top in strength, but nothing that makes the other powers seem inadequate. If you consider it a problem, consider having players roll one origin from the core book and nother from Fargo, with a d6 (odd or even) determining which to make primary. That way everyone is a mix of the two sources. I ended up just making some changes like the Prescient power I made at will and the Giant power I changed to at will as well and took the prone component off of it. For the temporal character I took the daze effect off of the power left it at will and left the teleport portion. I figure I will just look the powers over and modify them as I think they should be. |
| #5ExcalibursZoneJan 18, 2011 11:29:27 | I figured that balanced gameplay was out the window in terms of the characters and that's why it's a random system first and foremost and not a "choose the same combo for everyone" game. I kept all the origins as-is and adjust encounters to match the party strength so that the encounters are challenging for the particular group of origins. |
| #6octabadgerJan 18, 2011 14:45:54 | I figured that balanced gameplay was out the window in terms of the characters and that's why it's a random system first and foremost and not a "choose the same combo for everyone" game. My problem with that was if other party members go wow my character is crap compared to the other 4 I want to reroll...that sort of stuff |
| #7ExcalibursZoneJan 18, 2011 14:48:26 | There is always that eventuality. My players will just charge in and lose their characters then create a new one. Well, that's how they are with ALL games like D&D/GW... ;) |
| #8Tony_VargasJan 18, 2011 16:14:20 | GW doesn't exactly show the hallmarks of exhaustive playtesting or careful balancing. As a general rule, I make all the novice powers at-will & standard actions. That beefs up some of the Gamma World book powers, and reigns in one of the most whacked Far-Go ones. |
| #9Seeker95Jan 19, 2011 7:50:19 | Tony, that is a great idea! I had a player roll a Yeti Plant for our last session, and he had no At-Will powers. This would resolve that easily! |