The Spider Powers Need Work

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  • Опубліковано 12 січ 2025

КОМЕНТАРІ • 7

  • @aviddm5545
    @aviddm5545 9 місяців тому +2

    Thanks again for great rules content. Hopefully we'll get an update from MARVEL with the Spiderverse expansion!

  • @SnakeBitten
    @SnakeBitten 9 місяців тому +3

    Hey! Great video as always!
    I think I disagree with your assessment of the web-grabbing power. I see you’re working from the assumption that the target is “grabbed” without a “grabber” so the power would make no sense, but the way I understand it and how I rule it is that the grabber most hold onto the web’s line in this attack, which is how it differentiates it from webcasting.
    If the grabber grabs onto the line the rest of the grabbed condition makes sense. Now they each can only move if they can tow the other person and it adds different utility to the power seeing as you can toss the grabbed person around and all. I believe there’s a section in the rule book specifically tackling this idea of grabbing through ropes and I imagine it would work similarly. At least that’s how I rule it and other similar powers like elemental grab, but the book could be a lot clearer in that regard.

    • @Dunybrook
      @Dunybrook 9 місяців тому

      Maybe I've played too much of the Insomniac Spider-Man games but I definitely think he'd be tossing them around like pizzas on the roof and other members of your team attacking a webgrabbed person should still get an edge (with litte danger of friendly fire since it is grabbing, only at range). That's part of what makes these powers so badass.
      Of course, you also have to have the superstrength to make it work and I suppose there would still be a danger that your ally could accidently destroy the webbing if they miss on their attack.

  • @Dunybrook
    @Dunybrook 9 місяців тому

    A very interesting video on a topic that sorely needs to be addressed.
    I'm not comfortable with the idea of people being paralyzed. They should always be able to attempt an escape on their turn. Maybe they should just have trouble on the roll instead of not being able to attempt the escape at all if the attacker got a fantastic success with this powerset.
    I do think webbing of any kind should last until it dissolves in an hour or is somehow damaged or destroyed or squirmed out of. It used to be in the old Faserip game that webbing took a full round to completely harden. To translate that into this game it would mean that in the first round webcasting would require a 12 to escape and after that it would be the higher DC. Seems very reasonable to rule that a targetted character could choose to use either agility or melee to break free.
    Generally, webbing is primarily meant to limit melee actions (except against the webbing itself) so somebody with ranged powers should still be able to attack normally but maybe with a penalty like having trouble if the person webbing them got a fantastic success excepting Ego or Logic attacks, of course, which should not be affected at all. Otherwise, webcasting does quickly become OP for a rank 1 power that requires no focus.

  • @charlesbryant5897
    @charlesbryant5897 8 місяців тому

    Great video, new to your channel and new to the game but I'm catching up. Watching all I can and you and Fuzzy on the Details are the two people I like the most because your earnest assessment of the problems in the rules comes from a sincere fair-mindedness. So take all of my comments as sincere engagement and discourse rather than the douchebaggery comments often read as.
    Spider Powers is a mess. On my first read-through, I was like, wait, how can you melee check 20 out of this if paralyzed makes you incapable of melee checks? It's just a huge, almost inexcusable design mistake. Definitely needs to be addressed. I am not comfortable enough with the rules to make my own ruling , yet, but I agree with some of your points here. I think a better design philosophy would have been to have ANY power whose prerequisite has a focus cost, should also have a focus cost on an increasing scale. So far I'm finding WAY too many free things in this game. So I agree webcasting should have been free and the next one should have had a cost and then web trapping an even hire cost. Probably got those out of order. Probably, they all should read if paralyzed is a condition it's causing, "The only melee action check allowed is Escape at TN 20". I agree the static number makes it OP at a low level and practically non-existent to Melee-specific characters, especially at higher levels. I, however, disagree that that's bad. I know it's called "escape," but as it is a Melee check, it's a brute force check against material strength, which should be static. If you are secured in a rope and escape is solely based on the strength of the rope and not the skill of the knot tier (is that a word?), it's a static resistance. I'd probably homebrew this "Break Free" as a melee check and "Escape" as something agility-based against the Logic defense of the knot tier.
    Finally to the point I disagree with, the durations are correctly worded in my opinion although also misleading as you say. A power that is instant but causes a permanent (until dealt with) condition is not a permanent power. And to this point I ask you, Do you also think powers that cause Bleed or Ablaze until dealt with should also be recategorized as permanent?
    great vid, gonna watch more now.

  • @aaronchamberlain1491
    @aaronchamberlain1491 9 місяців тому

    Why are you assuming that powers should last 1 round? What's the point of spending an action to break out on a 20 if it ends just after your round anyway? The powers are instant only because they are "cast" instantly. The webs are permanent until broken with a 20, but the power is not permanent since it's not a continuously existing state, it's an activated instant power whose effects are not instant. The grab version is slightly better since you can do things to opponents you have grabbed, hence the increased focus cost. I think you're misinterpreting what "instant" means with regard to the effects which are created.
    I do agree, that the DC 20 is too high. I propose the difficulty to be Agility + Rank.