Blurr
Minor
There Before You Know It, Gone Before You Blink
Posts: 304
|
Post by Blurr on Apr 3, 2013 7:59:44 GMT -5
Okay, in an effort to get back into the swing of things, I'm doing something I should have done ages ago.
As we all know, Blurr is one of those guys with the obnoxious superpower of being incredibly hard to deal with in combat for non-prowess related reasons. He's just so fast that hitting him is a gamble. I constantly worry about over-reaching in RP even though the canon backs me up.
So here's my proposition. Guys, please let me know here what you're cool with as far as Blurr's super-speed, especially in combat. How much can he accomplish against your character? Where does the line transition from "oh man this is fun" to "go away too overpowered"? Be as general or as specific as you like. I just want to know where my boundaries are so I don't step on any toes.
|
|
|
Post by Ramulus on Apr 4, 2013 5:47:29 GMT -5
Standard action scope of normal characters in turnbased games such as D&D and WOD give characters the option of a standard action, a move action and a minor action during one turn. This makes for a single and logical timeframe wherein one can do stuff, and give others enough time to react. I've noticed that at Deadzone, this standard is mostly adhered to, with a few exceptions at times where exceptions were possible and ok. It was also discussed somewhere specific for combat situations within Deadzone, but couldn't find it anymore.
Still, if we all agree that the Standard of action scope is what players generally try to incorporate (I do, in combination with primary reactions to other characters) then we could look at defining a specific scope for Blurr.
For instance, how about a double or triple move distance, and and extra standard action besides reactions to other character moves? We don't -really- work this rigid in our posts, and we don't count the actions as such and neither am I saying we should write according to standards of table-top rpg systems, but I'm sure we are all capable of defining our posts in these categories just lightly. Blurr will just have extra space to move and he covers more ground than anyone. I don't know, if it's really a bother that he moves so fast all the time, give him an ability dampener such as overheating or something.
Hope this helps you somewhat.
|
|
Blurr
Minor
There Before You Know It, Gone Before You Blink
Posts: 304
|
Post by Blurr on Apr 4, 2013 13:53:09 GMT -5
…Not what I was asking, doesn't help at all.
What I'm asking is what are you, as the player, cool with in regards to your characters interacting with Blurr? What is okay, what is not okay?
|
|
|
Post by Ramulus on Apr 4, 2013 15:59:03 GMT -5
Well, just trying to help. Sorry it doesn't help you.
Considering that none of my characters have ever interacted with Blurr, this pretty much might be where my help ends then. I don't really care much for boundaries against my characters except common sense, fair play and if you want to do something special, touch base and discuss it. That's my biggest general ire: the lack of initiating communication, or just general cold shoulder stuff. Right along with people ignoring what my characters do.
Look: you have a fast character, everyone knows that. People should be lenient and ok with what he can do; it's canon. My tendency is 'look at the story, is something epic? go for it. Is it fun for everyone? Go for it. Does a character have to suffer a little for the epic to happen, have arrangements for a trade'. But discuss, discuss, discuss. Communicate on what is relevent, when it's relevant. The more special your character can do, the more communication you will have to do.
What is okay for me? I don't know, I don't really care. I care about epic threads. I care about players having fun. In respect to that, I don't care about clamping down characters just because they might be overpowered, because players choose to use powers or not. Might not be the answer you want. Hope others can give you something better then... But I don't think you need a list of things people don't want to see to check every time you want to play your character. Just take comfort in that if you have doubts, simply ask.
|
|
|
Post by Starscream (Movie) on Apr 6, 2013 10:15:01 GMT -5
As far as my characters are concerned, Blurr can run circles around all of them without any repercussions.
|
|
|
Post by Rodimus Prime on Apr 6, 2013 12:11:55 GMT -5
To be honest, I feel that this is really more a situation-by-situation matter, as in, I'd rather let things that are awesome for particular scenes happen rather than getting locked into character-specific rules.
In general, I'm usually good with just about anything from my characters getting dodged, but it's worth remembering that in Marvel canon, we see demonstrations where Blurr is unhittable when he is focusing on not being hit, but the moment he switches his focus to something else (like, say, attempting an attack), he makes himself vulnerable. The best example of this is in the fight against Thunderwing, where Thunderwing absolutely can't touch him as Blurr is running towards Thunderwing, but when Blurr stops long enough to do the "thousand punches in a blink" thing or whatever, Thunderwing easily slaps him aside. You can easily apply that sort of thinking to, say, his weapons use. When you're running around faster than light, and focusing on dodging everything on the battlefield, there's not a lot of focus left to actually stop and aim your weapon (especially when you consider that the blasts you are firing are going to leave the weapon and go towards your opponent at a slower speed than you're capable of moving at). So Blurr might not be taking any hits, but relatively few of his own shots are going to land, and he's not really got a very powerful gun (and on top of it all, he has to dodge his own weapons fire). If he focuses on his aim enough to actually hit more often, he's making himself vulnerable to counterattack.
(It also might be hilarious if at some point he manages to hit himself with his own blaster because he has fired it, run somewhere else on the field, and crossed back in front of his own original blast without realizing it >_> ).
So anyway, for myself, I'm good with Blurr dodging everything I throw at him with the understanding that my character will probably be able to dodge a good percentage of what Blurr throws back because he's focusing on dodging, not attacking. It might be a good idea to make a general rule of thumb that, at those times when you specify in your write-up that Blurr is focusing on making his attacks more effect, the rest of us should probably read that as an implicit signal to mean, "The character I'm attacking should reasonably take multiple hits, but I'm agreeing that I'll probably take a nasty hit myself over the next round or two."
Does that sound fair/reasonable?
|
|
|
Post by Emirate Xaaron on Apr 7, 2013 17:31:26 GMT -5
Yeah, I'm about in the general area of: - I'm cool with Blurr dodging everything (and I do mean everything) mycharacters throw at him, as long as Blurr has a decent chance of missing with his own hits. - Or I'm cool with Blurr managing to land, like, ten punches, if there's a good chance Blurr might get smacked.
As far as non-combat things go... well, obviously he can deliver things ridiculously quickly. He's probably great at grabbing people who are falling off ledges? I dunno. If one of my characters is in obvious danger, and it makes sense for Blurr to be able to save said character, Blurr can probably go do so if he wants.
|
|