Jump to content

FrauleinMental

Members
  • Posts

    644
  • Joined

  • Last visited

Everything posted by FrauleinMental

  1. It's not that hard to get to the contact any more, since you can LFG-port to them. I'd prefer to see a Master badge for Dr. Q (no temp powers and no deaths) that perhaps granted a Shard-flavored Team Transport power. Let's see who's willing to do an 8-hour TF again. 🙂
  2. I think the licensing agreement had a fair amount to do with that. The Marvel Heroic Roleplaying system (https://en.wikipedia.org/wiki/Marvel_Heroic_Roleplaying) didn't even have a chargen system built in, so you either played the licensed Marvel characters or you used a third-party mod to do chargen. Seemed odd for a game that won as many awards as it did. I tried running a GURPS Supers game back in college, but quickly discovered that GURPS breaks down as characters depart from human normal. GURPS worked well enough for a long-running game I ran during grad school that included wizards, telepaths, and near-ish future technology (investigators running around with laser rifles and throwing spells).
  3. Has anyone else noticed an unusually long click range for the obelisks in Cavern of Transcendence? In my most recent run, five of the obelisks had guards, but I was able to click the obelisk from outside of the guards' aggro range each time (maybe 75 ft in total), sometimes from the bend in the tunnel.
  4. Marvel did have an advancement system, just a very slow one. It was slow because you'd like to spend Karma for advancement, but you always needed to spend Karma in large quantities to swing percentile dice rolls.
  5. A decent narrative game is Worlds in Peril, which uses Powered by the Apocalypse. Because it's so rules-light, it depends a lot on GM and player narrative (and trust), and it's harder to replicate the issue-long super fights you may be used to seeing in comic books. Masks is similar (also PbtA), but is meant to replicate Teen Titans. Mutants & Masterminds was popular among my friends back in the 90s and early 2000s, but I personally didn't care for the d20 adaptation. It just didn't feel right to me. My understanding was that Silver Age Sentinels handled the d20 adaptation better. For being an 80s RPG with random chargen, TSR's old Marvel Super Heroes system (FASERIP) was ahead of its time in terms of balancing mechanics vs. narrative, handling comic book action, and handling multiple power levels in the same game.
  6. Or the firefighter badges, which at least warn you that the progress bars only track one criterion.
  7. Below level 20, there's also the goldside issue that's hard to work around without breaking lore. Also, every zone is co-op, if you're willing to move even slightly from the default alignments. (I know it doesn't fit for some characters, but it does fit blueside with the contemporary tendency toward deconstructing heroes.) That being said, Kallisti Wharf might be a good place to add content, since it's already co-op and there's nothing there. The only things going on there now are Market Crash and costume contests, so the zone could use some life.
  8. I haven't tried Foundry, but I did use Fantasy Grounds for a while back when it launched. I've played Pathfinder using Roll20, and it seems to work pretty decently for map-and-d20 games. Both Fantasy Grounds and Roll20 have pre-built modules available for a lot of the published adventures. I recently played in a Call of Cthulhu game on Roll20, and it worked pretty well. I haven't tried Tabletop Simulator, but a few of my RL friends have been using it for miniature games (Warhammer Fantasy and 40K) and they seem to like it as a substitute during social distancing. I hadn't thought about it for TTRPGs, but it makes sense. I know there are a lot of good mods for minis and board games, so I imagine there'd be mods for D&D.
  9. Khelds were never meant to be easy--they were meant to be more challenging to play.
  10. If there's a chronology, it's that in which stories/missions were released. Without a paid dev team, all we can really do is accept that Paragon City (and Rogue Isles) is a place with a fractured timeline. It's a decent in-world reason why Ouroboros and the Midnight Club are so involved.
  11. Packs are plenty available, enough that we've already seen in the past few months a decrease in AH prices for most of the stuff that comes out of packs. If granted as a reward, it should be almost as rare as a purple drop (and I get few enough of those already). I could almost see them being sold at the Merit Vendor, but not everything needs to be in one place like a convenience store. Spend the 10M inf (or 25M) to buy a pack. Unlike most things in the game, packs used to cost real money.
  12. I consider it part of the challenge of the Citadel TF. 🙂
  13. As an option, yes. As a requirement, no. Even though I do track Stealth Radius via a Combat Attributes setting, I still tend to use the visual cue. I also have a costume or two that use the translucence from Stealth.
  14. Did they lose the rights to Hawkeye or something? I mean, I have no use for him, but it's interesting that they dropped him for a C-list wannabe.
  15. Most of my enhancements were pack openings, though a bunch of them were from crafting common IOs to get the Field Crafter accolade, and later the Fabricator badge. Much of the salvage is indirectly from pack openings, crafting rare salvage 100-200 at a time from Brain Storm Ideas and selling what I didn't need for around 500k each. Most of the inspirations were EoEs left over from Hami raids (I'd usually have 10-20 left over from a given night), some sold as high as 15k, lately selling for no more than 100. But I did make a little profit selling Ambrosia the last time the Woodsman Trial was the WST.
  16. My least favorite is Sister Jocasta, in "Your Life Story! Wait, What?" (Extract Sister Jocasta from the Knives of Artemis). Sister Jocasta is literally the only character on the map who can't see through stealth.
  17. I also have to keep reminding myself that it's the MLTF. And my favorite memory of the TF (Confusing Ghost Widow) was when it was still called the Statesman TF.
  18. I tried really hard to like DCUO. I even tried to remake my main. I just couldn't get used to the UI.
  19. Same for Ambrosia, which don't have the volume of use, and for Ultimates, which perhaps aren't as widely used or as crucial. There used to be ways to put timers on your buffs, but those may have been mods. I'm not sure I'd want to see stacking of inspirations for duration, as the argument can be made that it takes away from the buffing ATs. On Indomitable, the raid leader (or someone they designate) usually reminds everyone at the proper interval to pop an EoE. The raids in which reminders haven't gone out have tended to wipe more frequently, just like any other part of the raid process that goes sideways. It's part of the skill challenge of Hami.
  20. I'd rather have a stealth debuff applied (call it Clingy?). After all, you're dragging someone around with you who doesn't have stealth. The only time I have major issues is when I'm on a team with people running AoE stealth and refusing to turn it off. (I can turn off my own stealth powers, but I can't turn off someone else's.) It seems like some of the combative NPCs already have quite an aggro radius.
  21. Sure, I'll bite. I just hit 1300 a few nights ago. Just hanging out in The Chantry. 🙂
×
×
  • Create New...