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Re: (TFT) GURPS combat complexity etc.
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- Subject: Re: (TFT) GURPS combat complexity etc.
- From: Sgt Hulka <firstname.lastname@example.org>
- Date: Fri, 8 Jun 2012 16:57:54 -0700 (PDT)
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The alternative point of view, and one that I hold, is that rampant mini-maxing is just fine so long as everyone's doing it. In fact, Champions 2 (or was it 3?) gave everyone advice on exactly how to mini-max.
--- On Fri, 6/8/12, firstname.lastname@example.org <email@example.com> wrote:
> From: firstname.lastname@example.org <email@example.com>
> Subject: Re: (TFT) GURPS combat complexity etc.
> To: firstname.lastname@example.org
> Date: Friday, June 8, 2012, 2:19 PM
> > ok so here lets muck around
> a bit more on the domain dictioanry for hero
> > games..
> They must have mucked with the system greatly in the last 25
> The system used to be so messed up that min-maxing was
> rampant. And there
> were some definite holes to exploit. One of the odd holes I
> exploited was
> to have a multipower with slots for each kind of movement,
> on the theory
> that I really wasn't going to use more than 1 of them at a
> time. Voila.
> Instant extra points.
> None of which is a problem if you're playing with reasonable
> people. I
> I ended up playing myself as a Champions character (long
> story there
> involving Villains and Vigilantes). My character was pretty
> guaranteed to do damage to pretty much anything. Not much
> damage, but
> some. (then again, charaacters that simply cannot be hurt in
> any way,
> shape, or form are no fun to play against, and only fun to
> play if you're
> a munchkin).
> That ability actually came in very handy once. I hit a
> brick. He had a mental disadvantage involving taking damage.
> Played out
> very nicely over the next serveral gaming sessions.
> That character ended up with too many points, so I bought a
> base. You know
> how old-school Champs let you pay 6 points for a location in
> deep space? I
> spent 10 and bought my own dimension...
> The speed thing also had some problems very like adjDX has
> in TFT (you,
> know, the wizard duel problem). In one game, the PCs nearly
> rebelled when
> a speed 2 character went off on 1 and 7 instead of 6 and 12.
> (has a bunch
> of agents, all speed 2, all starting on random phases). But
> they had to
> shut up because I'd put them on combat timing well before
> encountering any
> of the agents, so they could have acted differently at any
> So even the Hero solution doesn't work in every case.
> Neil Gilmore
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