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Re: [BNW] First Move Question



<<Well I always assumed that the speedster had heightened reactions to go
along with his speed (hence the init/dodge bonus). When he turns that
corner he may be moving 90mph but it's no different than you turning a
corner at a run (not a sprint mind you, 90mph is the speedster's BASE
speed). People run through crowded cities all the time (just look at any
cop show) and they dodge between people and around cars and just keep
going. The speedster has an advantage 'cause everyone else is practically
standing still compared to him.
The speedster's powers do require rolls, they have to make running checks
and such. The blaster's powers are more directly powerful so there are
more rolls required.
If you want someone who's power works all the time at maximum effeciency
look to the flyer. Near as I can tell they can keep going forever and
never get tired (they don't have to make flying checks every ten minutes
like a speedster).
I'm not averse to making the speedster make a roll, but I would be sure
that I wasn't singling him out because he was using his power effectively.
Again, if the rest of the group is running (not sprinting) do you make
them make a speed roll everytime they turn a corner? It seems only fair
that you would.>>

We obviously have a different opinion on how to handle this situation, but 
yes, I think the Speedster has heightened reactions as well.  I also agree 
that it is no different than me turning a corner while running ... which on 
several occasions I have bumped into people, dogs, boxes, etc.  Maybe I'm 
just clumsy <laugh>.  Also, it is also a common occurrence on television to 
see people fail to run successfully through busy streets, buildings, etc.  
Some "make their roll," and some do not.  Remember, I give the Speedster the 
+5 bonus for this Speed roll.  He almost always makes it, but not every time. 
 And this is a game, not "real life" and not a televison show, and randomness 
needs to be a factor in these situations to make it unpredictable, I think.  
That's what makes it fun.

The Blaster's powers have a game mechanic attached to them I think because 1) 
combat is common in the game, and 2) because if you don't have randomness 
introduced into combat, the game gets very boring, very quickly.  I don't 
want to make "movement rolls" a standard part of the game, but I most 
certainly require them in "taxing" situations, just like I require Smarts 
rolls and Strength rolls in taxing situations.  And yes, if my other players 
are running around a corner at "human" running speed I have them make a roll 
if it is 1) vital to the game or story that they can do it successfully (as 
it is with the Speedster because the whole reason for doing it is to get out 
of the LOS of his enemy and it is vital that he succeeds), and 2) possible 
that they will fail.  Just as I have them make rolls to jump holes, pick 
locks, and search on the computer if failure is relevant to the game or story 
and there is a chance they could fail.  I wouldn't for example make the 
Speedster (or any character) make his running roll if he was just trying to 
keep up with his teammates who are in a car while they are going to a picnic. 
 It doesn't matter that much to the game or the story if he fails or doesn't. 
 If he fails, he can always catch up later.  But in the example you provided, 
it is vital that he be able to run around that corner successfuly to avoid 
the attack.  If he can do this every time without concern for failure I think 
it gets really boring ... and no fun at all when the Guide's Speedster comes 
to town.

I also agree that the Flyer's powers work all the time, but the running rolls 
that are required for the Speedster only apply for "running long distances," 
not combat type rolls, so in effect the Speedsters powers work at maximum 
efficiency all the time in combat as well.  Most people, I would imagine, 
have standard rules for all packages for extended use of their powers and 
fatigue.  I don't really have them because I haven't had a need yet, but I 
would make all characters make a roll for fatigue similar to that required of 
the Speedster for extended runs.

I don't think I am singling him out because he is using his powers 
effectively.  I think it's a great tactic, and he's still allowed to try it, 
just like any other character.  But there are no free lunches, and he can't 
just do it because the rules say he has +100" to movement and doesn't say 
that any rolls are required to use this 100" of movement.  The rules also say 
that the Blaster does 5d6+10 damage with his blast, but I don't say, "go 
ahead an inflict 50 points of damage each time because it is theoretically 
possible you could roll that high."

<<Again, bare in mind that they've had at most 5 sec. and say 8" of
movement. So they may be able to dodge behind cover or something, have
them make a stealth roll and the speedster has to make a search to find
them (if they were able to hide). He could always play it smart and just
stop at the corner and peer around to see where the guy is and wait for
him to make a move.
As for the defender I guess a smart speedster would take the corner just a
little wide so he could see what was happening before charging into it
(just like you would if you were running around a corner, or a race car
driver would on a blind turn).>>

Again, we just don't see eye to eye on this one, but here is my 2-cents for 
what it's worth.

I am just going to go back to my original point ... why would he stop and 
look.  He's been 80" away chomping at the bit to come flying (figuratively 
speaking) back around the corner as quickly as he can (cutting it sharp to 
save time) to clock this guy.  He is not privy to what is happening on that 
city street.  

The first time the Speedster would try this tactic, it would invariably work 
(as long as he made the roll I want him too <laugh>) because why would the 
bad guy think that he was coming back?  But the second time, the baddy would 
respond differently, and because the Speedster is 10 blocks away, he has no 
idea what the baddy is doing.  He could be hiding anywhere (with the 8" of 
movement you indicated that means he could be anywhere in a 48 foot radius!), 
he could even be inside a building hiding or around another corner or even in 
a crowd of people.  And, he's still holding his action to take a pot shot at 
the Speedster this time when he comes back.  There is no reason for the 
Speedster to change his course of action because it worked so well last time 
... "if it ain't broke, don't fix it."  

I feel the same way about the Defender example, but that's just me.  Why 
would he take the corner wide?  He's trying to save time and get back as 
quickly as possible to clock the guy.  He has no idea that a Defender is 
there with a shield up around the corner.  Maybe after he falls victim to 
this ploy once he takes the corner wide the next time, but for that first 
time, "oh what a feeling!"

But, your way of handling this is just as valid as mine ... it is just a game 
after all.

I'm happy to see that you liked playing the Bouncer and you found that you 
could take effective actions in most any situation.  I have a soft spot for 
Bouncers exactly for the reasons you indicated ... there you are hanging 
around all these other people who can fly, fire energy blasts, throw up force 
fields, etc. and your powers are invisible.  Of course, that is the great 
bonus of the power package.

I wish I had a one-on-one game to run.  I have 7 players ... that's about 3 
or 4 too many in my opinion.  The game system is fast enough, but it is hard 
to get enough quality role-playing time in with that many characters in a 
game like BNW.  Oh well, it could be worse.  I could have no players!

Guide Matt