Digest Archives Vol 1 Issue 145

From: owner-champ-l-digest@sysabend.org 
Sent: Monday, January 18, 1999 12:36 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #145 
 
 
champ-l-digest        Monday, January 18 1999        Volume 01 : Number 145 
 
 
 
In this issue: 
 
    Re: Batman's CAK (and long DC continuity rant) 
    Character: Barrow-Wight 
    Re: Batman's CAK (and long DC continuity rant) 
    Re: Character: Barrow-Wight 
    Re: Character: Barrow-Wight 
    Re: superleap attacks 
    Re: superleap attacks 
    Re: Batman's CAK (and long DC continuity rant) 
    Re: Batman's CAK (and long DC continuity rant) 
    A Few Questions 
    Re: Campaign guidelines/Damage caps 
    Re: Character: Barrow-Wight 
    Re: Campaign guidelines/Damage caps 
    Re: Batman's CAK (and long DC continuity rant) 
    Re: Character: Barrow-Wight 
    Re: Campaign guidelines/Damage caps 
    Re: Bad Habits of Poor Gamers 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Re: Bad Habits of Poor Gamers 
    Re: superleap attacks 
    Re: Batman's CAK (was Bad Habits of Poor Gamers) 
    Re: Batman's CAK (and long DC continuity rant) 
    Broken Kingdoms 
    Re: Killing Codes (was Bad Habits of Poor Gamers) 
    Re: Bad Habits of Poor Gamers 
    Re: Attn: Steve Long/Multiple Attacks in one Phase 
    Re: Character: Barrow-Wight 
    Re: Bad Habits of Poor Gamers 
    Re: Character: Barrow-Wight 
    Re:Exceeding DC/AP (was Att: Steve Long) 
 
---------------------------------------------------------------------- 
 
Date: Mon, 18 Jan 1999 02:22:17 -0700 
From: Curtis A Gibson <mhoram@relia.net> 
Subject: Re: Batman's CAK (and long DC continuity rant) 
 
Wayne Shaw wrote: 
 
> Crises also did s a fine job of demolishing the validity of an otherwise 
> decent book (Infinity Inc.) and stuck another one with constant patching and 
> repatching (The Legion of Super-Heroes).  That made me rather less than 
> thrilled with it. 
 
Crisis itself killed the Infinitors, but it was that *@$#!! Byrne that 
screwed up the Legion with his reboot of Superman, with no Superboy. The 
only other 'patch' was Supergirl, and that was handled fairly well. I 
gave it up at the end of the Levitz run, so I don't know of anything 
after that. 
 
- -Mhoram 
- --  
What is called glory, I think, is mostly the relief you feel after 
you've fought and lived through battle without getting maimed. 
- -Harry Turtledove   Krispos Rising 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 04:36:34 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Character: Barrow-Wight 
 
The Barrow-Wight 
 
18	DEX	24 
14	INT	4 
20	EGO	20 
35	PRE	25 
3	SPD	2 
Characteristics Cost: 75 
 
192	5D6 Drain,0 END,[Ranged,Only 2d6] ,Affects Real World 
32	15 STR Telekinesis, No Range, Only as if a body (-1),0 END, 
	Affects Real World 
15	Images, Normal Sight, Normal Hearing, Only to Form	 
	Self-Image (-2), No Range, 0 END, Affects Real World 
15	Night Vision 
10	Astral Vision	 
2	WF,Common Melee	 
6	2 Levels: Swords,tight group	 
 
Powers Cost: 272 
Total Cost: 347 
 
Base Points: 75 
20	Distinctive Features,"Undead Warrior",not concealable,major 
25	Physical Limitation,"Bound to Barrow",all the time,fully 
20	Psychological Limitation,"Hatred of Life",very common,strong 
35	Susceptibility,"Sunlight",very common,per phase,3D6 
10	Vulnerability,"Magic Weapons (as Consume Spirit)",uncommon, 
	 x2 effect 
162	Dead Hand Bonus 
 
Disadvantages Total: 272 
Experience Spent: 0 
Total Points: 347 
 
 
The Barrow-Downs are a field of great barrow-mounds east of  
the Old Forest, also known as Tyrn Gorthad.  The mounds 
were first built in the First Age, by the wandering forefathers 
of the Three Houses of the Edain, and are thus much revered 
by they Dunedain, who continued to bury their dead there until 
the fall of Cardolan in Third Age 1409.  Around 1636, the  
barrows were inhabited by evil wights sent by the Witch-King 
of Angmar, and the downs have had an evil reputation ever 
since. 
 
The wights themselves are immaterial creatures, who are 
nonetheless capable of being seen and exerting a grip 
like iron.  Their most feared power, however, is their ability 
to weaken a foes.  This can be done with but a glance, but 
the power is far more sure with a touch. 
 
Barrow-wights do not slay their enemies outright, but 
rather drain them and take them back into their barrows 
where they then sacrifice their foes to the power of Sauron 
in an unhallowed ritual. 
 
NOTES: 
 
Many people will have noticed that I stole the barrow-wight 
from the Spirit Rules article in HERO System Almanac I. 
That is because I think it is very well done.  I have changed 
a few things, discussed below. 
 
Many will object to the use of the Spirit rules.  I agonized 
about other ways to do it (there are many) but decided 
that in -my- campaign, this is the way I'd do it.  I -like- 
the Spirit rules for limited applications, and this is one 
of them. 
 
I don't much like the way the Spirit Rules handle disadvantages, 
so I've used normal HSR disadvantages for this character. 
 
I've based the character (like all characters in this series) on 
a 75-point base. I also lowered the wight's SPD to 3. 
 
I've given the STUN Drain 5d6 effect with a touch, but 2d6 
at range.  This is because when Frodo first tries to run, he 
feels weak, but only passes out when the wight clamps its 
hands on him. 
 
I eliminated "Repelled by Holy Symbols" because there 
aren't any in The Lord of the Rings.  I eliminated "Watched 
by Forest Spirits" because Tom Bombadil's arrival had 
more to do with Frodo's incantation than with Tom's watchfulness. 
I increased the Vulnerability to Magic Weapons to x2 because 
Sting just beat the hell out of that wight... 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"I distrust all systematizers, and avoid them.  The will to 
a system shows a lack of honesty." 
        Nietzsche, Twilight of the Idols 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Sun, 17 Jan 1999 18:12:24 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Batman's CAK (and long DC continuity rant) 
 
>Wayne Shaw wrote: 
> 
>> Crises also did s a fine job of demolishing the validity of an otherwise 
>> decent book (Infinity Inc.) and stuck another one with constant patching and 
>> repatching (The Legion of Super-Heroes).  That made me rather less than 
>> thrilled with it. 
> 
>Crisis itself killed the Infinitors, but it was that *@$#!! Byrne that 
>screwed up the Legion with his reboot of Superman, with no Superboy. The 
>only other 'patch' was Supergirl, and that was handled fairly well. I 
>gave it up at the end of the Levitz run, so I don't know of anything 
>after that. 
 
In practice, I gather the exclusion of Superboy was an editorial decision as 
much as it was Byrne's though.  But yes, the Legion continuity was way too 
wrapped around a certain concept of Superboy and Superman, and there were 
artifacts of it all over the place.  Some of them were well embedded in the 
history and not always easy to pluck out.  Trying to substitute Valor for 
Superboy did _not_ work well.  In fact, even though the continuity was 
completely torn up, I think Zero Hour was a godsend to the Legion. 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 04:49:43 -0600 
From: Todd Hanson <badtodd@home.com> 
Subject: Re: Character: Barrow-Wight 
 
Hey Scott...? 
 
Did you maybe forget something important here? 
 
Like... his desolid?  (or were you just donating all of those extra 
'affects real world' points?) 
 
 
Todd 
 
Scott Nolan wrote: 
 
> The Barrow-Wight 
> 
> 18      DEX     24 
> 14      INT     4 
> 20      EGO     20 
> 35      PRE     25 
> 3       SPD     2 
> Characteristics Cost: 75 
> 
> 192     5D6 Drain,0 END,[Ranged,Only 2d6] ,Affects Real World 
> 32      15 STR Telekinesis, No Range, Only as if a body (-1),0 END, 
>         Affects Real World 
> 15      Images, Normal Sight, Normal Hearing, Only to Form 
>         Self-Image (-2), No Range, 0 END, Affects Real World 
> 15      Night Vision 
> 10      Astral Vision 
> 2       WF,Common Melee 
> 6       2 Levels: Swords,tight group 
> 
> Powers Cost: 272 
> Total Cost: 347 
> 
> Base Points: 75 
> 20      Distinctive Features,"Undead Warrior",not concealable,major 
> 25      Physical Limitation,"Bound to Barrow",all the time,fully 
> 20      Psychological Limitation,"Hatred of Life",very common,strong 
> 35      Susceptibility,"Sunlight",very common,per phase,3D6 
> 10      Vulnerability,"Magic Weapons (as Consume Spirit)",uncommon, 
>          x2 effect 
> 162     Dead Hand Bonus 
> 
> Disadvantages Total: 272 
> Experience Spent: 0 
> Total Points: 347 
> 
> The Barrow-Downs are a field of great barrow-mounds east of 
> the Old Forest, also known as Tyrn Gorthad.  The mounds 
> were first built in the First Age, by the wandering forefathers 
> of the Three Houses of the Edain, and are thus much revered 
> by they Dunedain, who continued to bury their dead there until 
> the fall of Cardolan in Third Age 1409.  Around 1636, the 
> barrows were inhabited by evil wights sent by the Witch-King 
> of Angmar, and the downs have had an evil reputation ever 
> since. 
> 
> The wights themselves are immaterial creatures, who are 
> nonetheless capable of being seen and exerting a grip 
> like iron.  Their most feared power, however, is their ability 
> to weaken a foes.  This can be done with but a glance, but 
> the power is far more sure with a touch. 
> 
> Barrow-wights do not slay their enemies outright, but 
> rather drain them and take them back into their barrows 
> where they then sacrifice their foes to the power of Sauron 
> in an unhallowed ritual. 
> 
> NOTES: 
> 
> Many people will have noticed that I stole the barrow-wight 
> from the Spirit Rules article in HERO System Almanac I. 
> That is because I think it is very well done.  I have changed 
> a few things, discussed below. 
> 
> Many will object to the use of the Spirit rules.  I agonized 
> about other ways to do it (there are many) but decided 
> that in -my- campaign, this is the way I'd do it.  I -like- 
> the Spirit rules for limited applications, and this is one 
> of them. 
> 
> I don't much like the way the Spirit Rules handle disadvantages, 
> so I've used normal HSR disadvantages for this character. 
> 
> I've based the character (like all characters in this series) on 
> a 75-point base. I also lowered the wight's SPD to 3. 
> 
> I've given the STUN Drain 5d6 effect with a touch, but 2d6 
> at range.  This is because when Frodo first tries to run, he 
> feels weak, but only passes out when the wight clamps its 
> hands on him. 
> 
> I eliminated "Repelled by Holy Symbols" because there 
> aren't any in The Lord of the Rings.  I eliminated "Watched 
> by Forest Spirits" because Tom Bombadil's arrival had 
> more to do with Frodo's incantation than with Tom's watchfulness. 
> I increased the Vulnerability to Magic Weapons to x2 because 
> Sting just beat the hell out of that wight... 
> 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
> "I distrust all systematizers, and avoid them.  The will to 
> a system shows a lack of honesty." 
>         Nietzsche, Twilight of the Idols 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
> Scott C. Nolan 
> nolan@erols.com 
 
------------------------------ 
 
Date: Mon, 18 Jan 99 07:04:42 -0400 
From: John P Weatherman <asahoshi@nr.infi.net> 
Subject: Re: Character: Barrow-Wight 
 
Scott Nolan nolan@erols.com 1/18/99 5:36 AM 
 
>I increased the Vulnerability to Magic Weapons to x2 because 
>Sting just beat the hell out of that wight... 
 
Just to nit-pick, Frodo didn't have Sting at that point.  He 
received it from Bilbo at Rivendale, after Bree, Weathertop 
and the Battle at the Fords (where he lost his own Barrow  
sword, like Merry's). 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 06:50:03 -0500 
From: "Ronald A. Miller" <rabmiller@email.msn.com> 
Subject: Re: superleap attacks 
 
> Don't buy it as a superleap attack.  Instead buy it as a ranged 
>physical energy blast with the SX as you leaping at the target and 
>bouncing back.  Gear it to the amount of damage you would normally do if 
>you were leaping at the target and apply appropiate advantages and 
>limitations. 
 
It just seems like this is a long way around, I'll work it out and see what 
happens...  I also want the character (Skyshot) to be "in there" once he 
attacks this way.  I've given him Savate so he can make a wonderful initial 
attack (and Presence Attack as well) and then get down to business HTH with 
the target(s). 
 
Miller 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 06:46:59 -0500 
From: "Ronald A. Miller" <rabmiller@email.msn.com> 
Subject: Re: superleap attacks 
 
Mark Lemming wrote: 
>Problem with that version, is what if you want to bounce off and land 
>somewhere else.  Maybe you want flight with the limitation that you 
>have to land between phases and enough turn-mod levels to do a quick 
>turn around. 
 
I appreciate this, but how is this simpler than the Superleap approach? 
It's not the leaping, it the attack itself.  A flying Move By/Through will 
be the same mechanistically as a Superleaping one, eh?  And with flight I 
could theorhetically change my path at any given moment, whereas with 
Superleap, I can't (adding realism). 
> 
>Also, Damage resistance isn't going to do a bit of good.  Extra PD 
>would be a lot better.  (Unless you're attacking a Sea Urchin) 
 
 
Ah, yes, you just gave me a Moment Of Clarity.  When I wrote this I was, in 
fact, thinking of a specific case.  Instead of Damage Resistance, read 
"Armor", the extra PD might be allowable in the form of a triggered (flinch) 
Force Field (more or less like Sam Guthrie's). 
 
Miller 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 07:06:49 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Re: Batman's CAK (and long DC continuity rant) 
 
>From: mhoram@relia.net (Curtis A Gibson)  
 
>>Crisis itself killed the Infinitors 
 
Gee, and according to Roy Thomas, low sales killed the Infinitors....low 
sales that were a problem even before the Crisis (Hey, we Infanitors 
were a loyal bunch, but we weren't *that* large a group....) 
 
"A trial without witnesses is like the Euro, a monetary system without 
the benefits of paper money or coin--what's the fun of that?" 
- --Harry Shearer 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "Too Needy" can now be found at MAKE UP 
YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 07:03:23 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Re: Batman's CAK (and long DC continuity rant) 
 
>From: shaw@caprica.com (Wayne Shaw) 
 
>>Crises also did s a fine job of demolishing the 
>> validity of an otherwise decent book (Infinity 
>> Inc.) and stuck another one with constant 
>> patching and repatching (The Legion of 
>> Super-Heroes). That made me rather less 
>> than thrilled with it.  
 
I don't think INFINITY INC. got 'demolished' (and I was the biggest 
I-INC fan you can find) by CRISIS--and as for the LEGION books needed 
repatching, it would not have been necessary if Marv Wolfman's original 
intentions had been followed, with all the heroes *remembering* the 
multiverse (thus the Legion could still b inspired by Supes as a 
boy....) 
 
"A trial without witnesses is like the Euro, a monetary system without 
the benefits of paper money or coin--what's the fun of that?" 
- --Harry Shearer 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "Too Needy" can now be found at MAKE UP 
YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 05:01:27 -0000 
From: "David Cooper" <raven@neteze.com> 
Subject: A Few Questions 
 
This is a multi-part message in MIME format. 
 
- ------=_NextPart_000_000A_01BE429F.9ABC0840 
Content-Type: text/plain; 
	charset="iso-8859-1" 
Content-Transfer-Encoding: quoted-printable 
 
I remember reading a few days ago about a now update for CW. Has anyone = 
heard when that will be coming out. Also has anyone been working on new = 
templates for different games. I heard of one for Cyberpunk, but it = 
isn't out yet. 
 
Thanks 
 
- ------=_NextPart_000_000A_01BE429F.9ABC0840 
Content-Type: text/html; 
	charset="iso-8859-1" 
Content-Transfer-Encoding: quoted-printable 
 
<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"> 
<HTML> 
<HEAD> 
 
<META content=3Dtext/html;charset=3Diso-8859-1 = 
http-equiv=3DContent-Type> 
<META content=3D'"MSHTML 4.72.3511.1300"' name=3DGENERATOR> 
</HEAD> 
<BODY bgColor=3D#ffffff> 
<DIV><FONT color=3D#000000 size=3D2>I remember reading a few days ago = 
about a now=20 
update for CW. Has anyone heard when that will be coming out. Also has = 
anyone=20 
been working on new templates for different games. I heard of one for = 
Cyberpunk,=20 
but it isn't out yet.</FONT></DIV> 
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV> 
<DIV><FONT color=3D#000000 size=3D2>Thanks</FONT></DIV></BODY></HTML> 
 
- ------=_NextPart_000_000A_01BE429F.9ABC0840-- 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 07:09:17 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Campaign guidelines/Damage caps 
 
At 12:49 AM 1/18/1999 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"D" == Damon  <Michael> writes: 
> 
>D> Set any limits you want, and stick to them as firmly as you like.  But 
>D> tell your players *ahead of time* what the limits are going to be. 
> 
>Up until about a week ago I thought that if a GM says his campaign has a 
>12DC cap as one of its guidelines, his campaign has a 12DC cap as one of 
>its guidelines.  You are now telling me that this is not the case at all. 
 
I am not telling you any such thing.  You do understand that the word 
"guideline" does not mean "inviolable rule, carved in stone and equally 
applicable in every conceivable situation"? 
 
If a GM has a 12DC cap as a campaign "guideline", he or she may choose to 
enforce it absolutely (in which case I no longer think of it as a 
"guideline", but so long as he's clear about it up front...), or in most 
cases, or only in certain cases (again, no problem as long as players know 
in what situations the cap will be in effect).  It's up to the GM to decide 
how and when to set campaign limits and to determine the situations to 
which those limits will apply; the GM's word is Law and all that.  I have 
said repeatedly, Do as thou wilt, but keep the players informed up front.  
 
In other words, Rat, *your way of doing things is correct* as long as 
you've informed the players ahead of time what to expect from DC caps and 
other limits of your campaign.  Perhaps you are just choosing not to 
listen.  Maybe I should give up as well. 
 
Damon 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 09:06:07 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Character: Barrow-Wight 
 
At 04:49 AM 1/18/99 -0600, you wrote: 
>Hey Scott...? 
> 
>Did you maybe forget something important here? 
> 
>Like... his desolid?  (or were you just donating all of those extra 
>'affects real world' points?) 
 
He's a spirit.  They don't buy desolid.  One of the reasons 
many people dislike the Spirit rules.  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"I distrust all systematizers, and avoid them.  The will to 
a system shows a lack of honesty." 
        Nietzsche, Twilight of the Idols 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 07:29:23 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Campaign guidelines/Damage caps 
 
At 04:46 PM 1/17/1999 -0800, Wayne Shaw wrote: 
> 
>>Set any limits you want, and stick to them as firmly as you like.  But tell 
>>your players *ahead of time* what the limits are going to be.  Don't forbid 
>>them the full use of a set of abilities *you* approved at the start of the 
>>game, just because *you* didn't foresee a possible application of those 
>>abilities to get past a campaign limit or restriction *you* failed to 
>>mention in the first place. 
> 
>I can't agree with this.  There is such a thing as following the letter 
instead of the spirit of a rule, and I think spotting a loophole in what 
the GM set up and using it against him without finding out if he considered 
this was kosher is simple abuse of process, and ought to be smacked around. 
 It's often one of the worst signs of a compulsive power gamer. 
> 
>If the GM clearly wants to limit damages to the 12DC range, and sets 
things up to do that, but through an oversight misses a way around it you 
can regularly, what are you doing by utilizing that but making things hard 
on him and moving against his desires for the campaign?  What excuse is 
there for that? 
 
Actually, Wyane, I agree pretty much 100% with what you said here, and I 
apologize if my earlier posts had given the impression I wouldn't. 
 
The point I was trying to make was that the players shouldn't be penalized 
because the GM did any of the following things: 
 
1) Didn't bother to establish a DC cap or other campaign limits until 
mid-game, at which point he decides on a limit that denies the character 
full use of abilities he bought and paid for in good faith. 
 
2) Established a DC cap in his mind but didn't tell players what it was, or 
that it existed.  Players would only find out during the course of the game 
that they'd spent more points on attack Powers and combat abilities that 
they'd be able to use. 
 
3) Told players there was a 12 DC cap in place, but *not* explained where 
the cap comes in.  This may give some players the idea that a 12d6 Normal 
Damage, or 4d6 Killing Attack, is the maximum *base* attack damage, but is 
still modifyable with combat manuevers such as Offensive Strike or 
Haymaker; other players may assume that no combination of 
attack/manuever/other bonus will *ever* allow damage beyond the 12 DC cap. 
Either interpretation *could* be legitimate, so the GM should have made it 
clear at the start which interpretation he'd use. 
 
None of this means I think it's okay for players to twist the GM's rulings 
to allow things he or she *clearly* did not intend.  Players should 
certainly obey the spirit of the GM's campaign rules, rather than the 
letter, as long as (a) the GM does the same, and (b) the GM has made an 
honest effort to inform the players of his or her intent. 
 
I can't help but feel that the onus for establishing the campaign 
boundaries are on the GM, but it *is* hard to anticipate every possible 
situation in advance.  Most [decent] players will cut the GM some slack if 
they believe he's sincerely tried to keep them informed ahead of time, and 
not let them waste points on abilities they'd have no chance to use in his 
game.  As for complusive power gamers...not much can be done about them. 
They'll always be looking for an angle. 
 
Damon  
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 07:51:10 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Batman's CAK (and long DC continuity rant) 
 
At 07:03 AM 1/18/1999 -0500, thomas deja wrote: 
>I don't think INFINITY INC. got 'demolished' (and I was the biggest 
>I-INC fan you can find) by CRISIS--and as for the LEGION books needed 
>repatching, it would not have been necessary if Marv Wolfman's original 
>intentions had been followed, with all the heroes *remembering* the 
>multiverse (thus the Legion could still b inspired by Supes as a 
>boy....) 
 
It's quite possible I'm overlooking something here, but I think this 
reasoning is flawed.  Only the 50 heroes who "stood at the dawn of time" 
remembered the pre-Crisis universe, nor would they have had much incentive 
to spread their knowledge to the general public, or even the larger hero 
community.  What would be the point of telling everyone that their present 
universe wasn't the one they had started in (at least, not entirely), or 
that millions of people on Earth no longer existed, having been wiped out 
and replaced by the merging of five universes? 
 
It seems to me that one of two things must be true: 
 
1) No members of the Legion were present at the "dawn of time" so none of 
them remember the pre-Crisis universe.  (Actually, I seriously doubt this 
was the case, and I could check it easily if I wanted to dig my copy of 
Crisis out of storage.  Pardon my laziness.) 
 
2) Some members of the Legion were present at the dawn of time, and will 
remember the pre-Crisis universe after they return to the 30th Century. 
However, not all members of the Legion were present.  Those who weren't 
will have no idea who Superboy was, will not recall ever having met him, 
and certainly cannot have been inspired by him. 
 
Hmmm...actually, Superboy may not have been a Crisis casualty, now taht I 
think about it.  I'm not much of a Legion follower, but my roommate was for 
a long time.  Wasn't there a post-Crisis story that established the whole 
Superboy history as having existed in a pocket universe of the Time 
Trapper's devising -- a universe *not* absorbed or destroyed by the Crisis 
because of its "artificial" nature?  I know there were exceptions to the 
"total" elimination of parallel universes, including the JSA's ongoing 
battle against Ragnarok, and the Captain Carrot universe (DC's excuse for 
this being that it wasn't an "alternate universe", it was a "parallel 
dimension"...sheesh!) 
 
Damon 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 09:07:21 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Character: Barrow-Wight 
 
At 07:04 AM 1/18/99 -0400, you wrote: 
>Scott Nolan nolan@erols.com 1/18/99 5:36 AM 
> 
>>I increased the Vulnerability to Magic Weapons to x2 because 
>>Sting just beat the hell out of that wight... 
> 
>Just to nit-pick, Frodo didn't have Sting at that point.  He 
>received it from Bilbo at Rivendale, after Bree, Weathertop 
>and the Battle at the Fords (where he lost his own Barrow  
>sword, like Merry's). 
 
Thought of that the instant after I hit "Send".  I was hoping 
nobody'd notice.  Shhhhhhhhhhhh!  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"I distrust all systematizers, and avoid them.  The will to 
a system shows a lack of honesty." 
        Nietzsche, Twilight of the Idols 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
nolan@erols.com   
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 08:42:19 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Campaign guidelines/Damage caps 
 
At 07:29 AM 1/18/1999 -0600, Michael (Damon) & Peni Griffin wrote: 
>2) Established a DC cap in his mind but didn't tell players what it was, or 
>that it existed.  Players would only find out during the course of the game 
>that they'd spent more points on attack Powers and combat abilities that 
>they'd be able to use. 
 
Sorry; that should have read "more points...*than* they'd be able to use." 
 
Damon 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 08:42:45 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Bad Habits of Poor Gamers 
 
>> From: Darrin Kelley <backflash@mindspring.com> 
>  
> Scott Bennie wrote: 
>  
> > I can see characters with a code vs. killing possessing a killing attack 
> > (examples, Superman, and his heat vision; Batman and his sharp edged 
> > batarangs). 
>  
>     Yes, I agree. But both Batman and Superman use those attacks in very careful 
> manners. As should any character with a strong Code Against Killing. 
>  
>     But there have been all too many circumstances in Champions games where I 
> have seen Killing Attacks used simply because of mechanical convenience. The 
> "STUN lotto" comes immediately to mind.... 
>  
>  
Use a fixed STUN multiple for the STUN lottery.  Actually, IMO ANY attack 
should be used with care if you have a Code Against Killing.  There's not 
much difference between 12D6 Energy Blast and 4D6 RKA to a normal.   
 
 
Curt Hicks 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 06:48:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
At 07:54 PM 1/17/99 -0500, Stainless Steel Rat wrote: 
>"D" == Damon  <Michael> writes: 
> 
>D> Campaign guidelines and limits are a good thing; AP and DC restrictions 
>D> are a good way to structure some of those limits.  But they *don't* 
>D> suddenly come into play in the middle of a game. 
> 
>No? 
> 
>I have 40 Strength and an Offensive Strike maneuver which means I can 
>usually do a 12D6 strike as my most powerful attack.  Another character 
>hits me with an Aid that increases my Strength to 65.  Are you as the GM 
>going to let me throw around 17D6 punches in your 12DC campaign? 
> 
>If you say, "yes," what is the point of having a DC cap if you are not 
>going to use it? 
 
   I'd certainly say yes -- the DC cap is for character construction.  The 
situation you describe is a matter of teamwork. 
   At the same time, though, I'd closely examine that Aid at the time the 
second character was constructed, to make sure it wasn't going to be abused 
(by which I mean used in such a way that the Martial Brick above does this 
in every battle; it should be left as a "desperation maneuver"). 
   To forbid the second character from using his Aid on the first *for no 
reason other than campaign point caps* is unfair, illogical, and violation 
of genre. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 08:55:15 -0600 (CST) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Bad Habits of Poor Gamers 
 
Somebody:  
 
> > 
> >A 12d6 normal EB is a killing attack when used against someone 
> >with insufficient defenses. 
>  
Wayne Shaw:  
 
> Sure, but the likelyhood of 'sufficient defenses' changes rather seriously. 
> Normals are liable to be in serious trouble against either, but in the 
> context of normal superhero campaigns, people exhibiting superhuman (or even 
> near-human Batman type abilities) can reasonably be expected to be able take 
> one without serious injury, but not the other.  A particularly careful and 
> extreme CAK character in my campaign might be cautious using a 12D6 EB 
> versus a martial artist villain he wasn't too familiar with...but I wouldn't 
> consider him remiss if he didn't.  I _would_ consider him so with the 
> killing attack. 
>  
 
I agree that 'in the context of normal superhero campaigns' this is true; 
because in 'normal superhero campaigns' players always buy their defenses 
up, regardless of whether or  not they actually have any justification to 
or not.  (Note that I am not talking about common sense precautions such 
as armor or a reinforced suit, that should be obvious when considering  
power level.)  However, I still don't see the difference between starting off 
with a 12D6 EB and a 4D6 RKA when a character has a CAK. 
 
Curt Hicks  
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 06:21:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: superleap attacks 
 
At 10:47 PM 1/17/99 -0800, Mark Lemming wrote: 
>Rick Holding wrote: 
>>  
>> Ronald A. Miller wrote: 
>>  
>> > Next subject, please:  Has anybody out there tried to simulate an 
>> > attack that is geared around jumping (Superleaping) at an 
>> > opponent, and bouncing OFF him causing (I'd say) Move By damage? 
>> > I would say that this would require some levels in Superleap to 
>> > perfect the 180 degree move off the target and maybe an Acrobatics 
>> > roll to enhance the attack's chances.  I think, too, that a 
>> > separately bought Damage Resistance can be employed to minimize 
>> > the Hero's damage if the Acrobatics roll is successful. 
>> Comments? 
>>  
>>         Don't buy it as a superleap attack.  Instead buy it as a 
>> ranged physical energy blast with the SX as you leaping at the target 
>> and bouncing back.  Gear it to the amount of damage you would 
>> normally do if 
>> you were leaping at the target and apply appropiate advantages and 
>> limitations. (There you go, Bob.  Right terminology for ya.) 
> 
>Problem with that version, is what if you want to bounce off and land 
>somewhere else.  Maybe you want flight with the limitation that you 
>have to land between phases and enough turn-mod levels to do a quick 
>turn around. 
 
   Here's an alternate method that I just thought of: 
   Buy Superleap, with the +1/4 Advantage Bouncable.  For each Skill Level 
used, the character can strike something in mid-leap and change direction 
(somewhat like the way Energy Blasts are Bounced). 
   One could even add the Cumulative Advantage to this, and allow the 
character to increase his Leaping by the amount of his Superleap with each 
Bounce (and there you have Bouncing Boy!). 
   It's probably a little tweakish, but it's also probably a good starting 
point for finding the "right" way.  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Tue, 19 Jan 1999 01:34:17 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Batman's CAK (was Bad Habits of Poor Gamers) 
 
<<-----Original Message----- 
From: thomas deja <tdj723@webtv.net> 
I think many writers until Moench felt that whereas Superman was Clark 
Kent's alter-ego, Bruce Wayne's was Batman.  Having Bruce realize he 
needed to grow as a human being was one of the few positives to grow out 
of the whole Knightfall sequence....>> 
 
 
apart from those way-cool martial arts battles. .  
 
------------------------------ 
 
Date: Tue, 19 Jan 1999 01:14:27 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Batman's CAK (and long DC continuity rant) 
 
- -----Original Message----- 
From: Michael (Damon) & Peni Griffin <griffin@txdirect.net> 
> "Hypertime." 
> 
>I hate it. 
> 
>Damon 
> 
> 
> 
 
well it looks lie aplot device, but i like things like this in general. 
non-linear time, double-sided divergent/convergent timelines, and so forth, 
can al 
be very cool in the right setting. but, it sounds like it's just a one-word 
'shutupfanboy' 
phrase. 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 10:24:42 -0600 
From: redbf@ldd.net (bobby farris) 
Subject: Broken Kingdoms 
 
        I am going to be starting a fantasy campaing using Broken 
Kingdoms and wondered if anyone else has used the Broken Kingdoms 
setting for a fantasy campaign? Does anyone have a map of it? All I have 
is a VERY crude one. 
        Does anyone have any helpful suggestions or neat little tricks 
for runnging a fantasty campaign? 
        ANY help will be greatly appreciated. Thanks. 
 
------------------------------ 
 
Date: Tue, 19 Jan 1999 01:31:37 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Killing Codes (was Bad Habits of Poor Gamers) 
 
- -----Original Message----- 
From: Michael (Damon) & Peni Griffin <griffin@txdirect.net> 
>For what it's worth, I'd allow a character with Superman's track record to 
>have a 20 point CAK before *and* after such an extreme event...but he would 
>suffer psychological trauma for quite a while afterward, and would not be 
>entitled to any more points* for it, since it would just be a side effect 
>of his original CAK. 
> 
 
 
from memory, after this he gained a split personality for a while 
(gangbuster II) 
, and flew off into space. then he found warworld. yup, trauma. 
 
------------------------------ 
 
Date: 18 Jan 1999 11:06:22 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Bad Habits of Poor Gamers 
 
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Hash: SHA1 
 
"CH" == Curt Hicks <exucurt@exu.ericsson.se> writes: 
 
CH> Actually, IMO ANY attack should be used with care if you have a Code 
CH> Against Killing.  There's not much difference between 12D6 Energy Blast 
CH> and 4D6 RKA to a normal. 
 
Similarly, there is little difference between the two if the target is, 
say, Grond. 
 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
Minion of Nathan - Nathan says Hi! \  
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: 18 Jan 1999 11:04:53 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Attn: Steve Long/Multiple Attacks in one Phase 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    To forbid the second character from using his Aid on the first *for no 
BG> reason other than campaign point caps* is unfair, illogical, and violation 
BG> of genre. 
 
It is fair and logical to allow some characters in a 12DC campaign to have 
24d6 Energy Blasts and 8d6 Killing Attacks, but not others. 
 
I will remember that next time you tell me that one of my interpretations 
is grotesque. 
 
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=z4oS 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
Minion of Nathan - Nathan says Hi! \  
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 08:39:54 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Character: Barrow-Wight 
 
>Hey Scott...? 
> 
>Did you maybe forget something important here? 
> 
>Like... his desolid?  (or were you just donating all of those extra 
>'affects real world' points?) 
 
No he's using the spirit rules, which I really dislike.  Really really 
dislike, and hope they leave out of the system.  They arent needed and make 
there to be two classes of characters (oh joy, back to the pre 4th edition 
rules). 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Tue, 19 Jan 1999 02:35:35 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Bad Habits of Poor Gamers 
 
- -----Original Message----- 
From: Curt Hicks <exucurt@exu.ericsson.se> 
>I agree that 'in the context of normal superhero campaigns' this is true; 
>because in 'normal superhero campaigns' players always buy their defenses 
>up, regardless of whether or  not they actually have any justification to 
>or not.  (Note that I am not talking about common sense precautions such 
>as armor or a reinforced suit, that should be obvious when considering 
>power level.)  However, I still don't see the difference between starting 
off 
>with a 12D6 EB and a 4D6 RKA when a character has a CAK. 
> 
>Curt Hicks 
 
eb- more knockback. . . edge of building. . arrgh! splat. 
I'd actually base it on special effect and damage to date, 
or the c's experience with the attack. Note batman's view 
of guns, despite other options being potentially as deadly, 
well you could argue they are, anyway. . . 
 
------------------------------ 
 
Date: Tue, 19 Jan 1999 02:31:41 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Character: Barrow-Wight 
 
here let me cover your gaffe- Hey guys, what the hell is an adain? *L* 
 
 
- -----Original Message----- 
From: Scott Nolan <nolan@erols.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Tuesday, January 19, 1999 12:51 AM 
Subject: Re: Character: Barrow-Wight 
 
 
>At 07:04 AM 1/18/99 -0400, you wrote: 
>>Scott Nolan nolan@erols.com 1/18/99 5:36 AM 
>> 
>>>I increased the Vulnerability to Magic Weapons to x2 because 
>>>Sting just beat the hell out of that wight... 
>> 
>>Just to nit-pick, Frodo didn't have Sting at that point.  He 
>>received it from Bilbo at Rivendale, after Bree, Weathertop 
>>and the Battle at the Fords (where he lost his own Barrow  
>>sword, like Merry's). 
> 
>Thought of that the instant after I hit "Send".  I was hoping 
>nobody'd notice.  Shhhhhhhhhhhh!  
> 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
>"I distrust all systematizers, and avoid them.  The will to 
>a system shows a lack of honesty." 
>        Nietzsche, Twilight of the Idols 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
>Scott C. Nolan 
>nolan@erols.com 
 
------------------------------ 
 
Date: Mon, 18 Jan 1999 10:42:10 +0000 
From: Gary & Kim Miles <miles.kim.gary@mcleodusa.net> 
Subject: Re:Exceeding DC/AP (was Att: Steve Long) 
 
Tim Gilberg wrote: 
       Yup.  With an AID or Haymaker, etc.  The way I see it, the DC 
 
> limits are both for creation and play.  But certain attacks/powers I will 
> allow to go over limits, with permission.  But, when combining two attack 
> powers characters will be held to their own personal limits. 
> 
>         For example, if someone only has a 10 DC (50 AP) attack, then the 
> most a combined attack could be is 50 AP.  AID can up anything, however. 
> 
> > If you say, "yes," what is the point of having a DC cap if you are not 
> > going to use it? 
> 
>         AIDs are a special case.  Would you dissallow a Haymaker that was 
> more than 12 DC? 
> 
 
Well, I had a PC in my campaign once who had a strength that put his regular 
punch at the campaign Damage Cap. _But_ his primary attack was a move-through, 
which would have put him over the damage limit. Since he specifically told me 
that the move-through was his main attack, I told him to either drop his 
strength (which would have lowered his punch below the DC) or artificially 
limit the move-through damage to the DC. 
 
Gary 
 
> 
 
------------------------------ 
 
End of champ-l-digest V1 #145 
***************************** 


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