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[ORE] Re: [WT] Character help!

Excellent discussion thread. My friend and I have ALMOST played Godlike or Wild Talents a number of times, but when we begin designing powers, we tend to get bogged down in all the design details and then lose our ambition. I believe we just over-think the game sometimes. It's the over-analysis leading to paralysis phenomenon. And some of our players are not very good about learning the rules of the games we play. They show up, play their characters, roll the dice they are instructed, and are done. Some of them never even as much as thumb through the actual texts. This makes Matt's approach (players, tell me what you want in a character and I'll build it for you) ideal for our group, and our GM, who is much more invested in RPGs than anyone in the group, has taken the same approach in the interest of simplifying character creation or saving time, preventing us from having to devote a gaming session where the only thing that we accomplish is making characters, not playing the game.

I love that I've discovered the group. I love the ArcDream/ORE game line, and it's great that the company provides so many resources and feedback to players. There's a great gaming community here.


On Saturday, July 21, 2012 7:29:34 AM UTC-5, BronyPwny wrote:

Hey guys! So, me and my gaming group have picked up Wild Talents... But I seem to have drawn the short straw when it comes to understanding the game, as I just don't seem to GET character creation, so my character is rather... Under powered...

Our group, so far, is a good guy magneto (able to whip around metal objects for defense, offense, and just about anything), Thorn man (Basically he's turned into a plant like being, and is covered in thorns, which hurts anyone that attacks him in melee, this also gives him a great brawling skill), and Doc. Oc. (Ok, not really, but he's got watery, jelly-fish tentacles coming out of his back that he can use to attack, defend and move around with), We also have sound man, but he hasn't shown up for the past month, so we're not too sure about him... Anyway, I wanted to play the support guy, a Lightbender (the ability to manipulate and control light, make it change color and all that), and use a bunch of dazzling effects to disrupt and daze his enemies. Right now, though, it seems like I need all the points in the WORLD to make this character work, and I've only got 75 points (at character creation) to spend on them.

See, the story is that at one time everyone was normal, then BAM, suddenly people changed... And are now not normal. To compensate for this, at character creation, we have 150 points to spend, but the first 75 of them are to be used to make a normal person (As, it was deemed, an average person would have 2d in every stat (60pts), and 3d in an occupation (15pts), this isn't how EVERYONE is built, but that's Mr. Average). So we get 75 points that CAN'T go towards powers, which seems fair.

But then we get Mr. jellyfish who has an awesome attack power that only costs 3 points (It was to a point where we had to nerf it, and engulf is a dirty extra >.>). Thorn man who has super claws and damaging armor, Magneto who's magneto... And my guy, who's basically a flashbang without the bang... and even then, the flash isn't THAT great... So can I get some help with power creation?

See, I want my character to be (later on in his career) an awesome manipulator of light, maybe to a point of illusions, but mostly razzle dazzle, disrupty stuff. Currently, though, my bread and butter power is just so darned expensive, I don't know if it's built right (Even with the DM's help, who is new to the system), and it's not NEARLY as effective as I had hoped. Here's the stats.

It's a Utility power, with the Daze, radius, spray and go first extras, and obvious and focus (glove), and a second effect of Attached Utility, Interference... All bundled for 8 points. This power is massive in what it CAN do, but it doesn't ever DO it. Since I have to roll it as a multiple action (that's what the spray in the daze effect is for), I have to roll multiple successes for both to go off, which means I need to pump a lot of dice (and points) into the power. With the remaining character points, I can put an equivalent of 9d into the power (Though, 2hd in the power would be sick with the interference attachment, since it's been ruled that the daze doesn't have to work for the interference to go off), and almost nothing else... Plus it doesn't fit that character theme that I really wanted to go for (a light manipulator that can daze and confuse with rapid changing color and intensities of light). I like the concept, basically shut down everyone, but when the power "Bind" is only 4 points, and can be just as effective, why would I spend double the points? Plus, this particular power feels more like a defensive mechanism then a utility mechanism...

Another problem is that my area of occupation is rather... Specific... He's a light-show host at a club, If there's a band, a DJ, or anyone else, he's the guy you call for the lights... But that, as an occupation, doesn't DO much for heroing (Endurance is wrapped into that, at least, streetwise, preform (lightshow), Scrutiny, Persuade, and various, modern knowledges). So he doesn't have a defensive skill (like dodge), or an ATTACK skill (any weapon or brawling), and his STATS aren't great, as well (having 1d strength, 1d coordination, 1d sense, 2d mind, 3d charm, 2d command), and 2 points in a contact (who's, honestly, kind of useless). That's all with the initial 75 points...

Right now, I'm just feeling amazingly underpowered compared to the rest of the guys at the table, and it showed last night, so how can I build this character as the badass-to-be light-wielder that I initially imagined, and not just some, spastic, Flash grenade that may not work? (For obvious reasons, we're trying to avoid the "Variable" and "Augment" extra's, but if those would actually help the cause, then explain it to me as to why)

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