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Dungeons & Dra.. Gamma World If the erratic rifle hound or regular rifle...
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2 years ago  ::  Feb 25, 2011 - 1:00PM #11
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714

Feb 13, 2011 -- 2:30PM, sirkaikillah wrote:

IMO, the origin critical bonus is more than a mechanical game bonus, but a narrative tool to enhance the effect of a Pcs origin on the games unfolding narrative.  Being so tied to a Pc's origin, for me, makes the critical something more personaly attached to the Pc.  IMO, allowing a Pc to use his critical bonus, because a player controls and rolls the attack, for the attack of a semi autonomous remote like a rifle hound really spoils the narrative and blurs the line between what is the semi autonimous remote rifle hound and what is the Pc as defined by his origins. 


I could see restricting the origin critical bonus to attacks the mutant actually makes with his own powers (not Omega tech - maybe not even weapons, unless he has a weapon power), or even to just the powers of that origin, if you really wanted to maximize that 'narrative,' sense of what the critical bonus represents.  It makes more sense for a telekinetic to slide an enemy if he's using telekinesis, than if he's using a vibroblade or the Swarm! power of his other origin.

As it stands, if you're a Giant/Mind-Breaker, and you happen to hit someone with Brickbat really hard (crit), you give him ongoing psychic damage.... 

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2 years ago  ::  Feb 25, 2011 - 1:14PM #12
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
At that point though, you've taken a fairly marginal bonus (given the lack of crit-range-altering in GW) and made it pretty much inconsequential.  Not sure I'm a huge fan of that, even if it does make it seem that much more rare and fun (and perhaps encourage the use of origin powers over omega tech and weapons).
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2 years ago  ::  Feb 25, 2011 - 1:31PM #13
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714
Yeah, I'd rather aply it to any hit the PC makes.  That way he actually gets both crit bonuses at high level, for instance, and the player showcases his origin(s) on every crit.  IMX, players don't need further encouragement to hold off on using Omega Tech, and just use at-will powers and basic attacks.  Quite the reverse, really. 

I was just looking at it from sirkaikillah's pov.  If you're concerned about making the powers granted by origins inernally consistent, it'd make sense to only get a TK power with a TK critical, or at least, only when the telekenetic is actually doing something himself, not just activating some Omega Tech he doesn't really understand.  Tacking a little psychic oomph onto a swing of your 9-iron is one thing, tacking it onto a shell from your mini-tank is something else, entirely.
Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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2 years ago  ::  Feb 27, 2011 - 3:53PM #14
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,604

Feb 25, 2011 -- 1:31PM, Tony_Vargas wrote:

Yeah, I'd rather aply it to any hit the PC makes.  That way he actually gets both crit bonuses at high level, for instance, and the player showcases his origin(s) on every crit.  IMX, players don't need further encouragement to hold off on using Omega Tech, and just use at-will powers and basic attacks.  Quite the reverse, really. 

I was just looking at it from sirkaikillah's pov.  If you're concerned about making the powers granted by origins inernally consistent, it'd make sense to only get a TK power with a TK critical, or at least, only when the telekenetic is actually doing something himself, not just activating some Omega Tech he doesn't really understand.  Tacking a little psychic oomph onto a swing of your 9-iron is one thing, tacking it onto a shell from your mini-tank is something else, entirely.




I'm not concerned about discouraging the use of Oemga Tech or getting my players to rely on orgin powers.  IMX is the same as yours, players tend to rely on thier known origin powers more than Omega Tech.  It all comes down to the narrative.   For me any and all game mechanics should support the narrative.  IMO, the mechanics attached to the origin criticals are narrativly attached to the specific origin.  Yet, I can see how I can narrate the effects of a origins crit from the use of such omega tech like plasma rifle, or photon spear.  I think it is a matter of taste on whether a gaming group wants to extend that effect to a semi autonymous remote like a rifle hound.  To be honest if a player would suggest an Idea, I would call them on metagaming.  But I don't think choosing to allow a crit through the attack of a rifle hound or choosing not too, are game breaking decisions.  I think you can play it either way and still enjoy the game.  

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