How do you decide on endurance level?

Started by mac402, August 01, 2012, 11:37:34 AM

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mac402

Hi guys. I did create some of my own algorythms for picking a stat score for characters in FF, but I'm wondering if you use any rules for giving characters their endurance attribute. I usually use Marvel RPG stats for reference but the characters there have a seperate endurance rank and hit points while in Freedom force I guess it affects only hit points. Take for example Magneto - according to his hit points in the Marvel RPG he should have an end level 5 (110 hp). Yet he also has a high Mn(75) endurance stat and he is supposed to be able to make himself highly durable by channeling magnetic energies through his body (http://marvel.wikia.com/Max_Eisenhardt_(Earth-616)#Powers) and is shown numerous times resisting blows from superstrong characters like Colossus even without his force field in the comics. In my game he is currently having an endurance score of 7. What do you think?

spydermann93

Well, I used to go based off of Taskmaster's formula, which used a method of looking at both Endurance and Hit Points, but in rare cases, it just didn't make sense (Magneto's original form had much more health than his current form, which didn't make sense as his current form is much more powerful). So, I just decided to start basing character Endurance on their raw Hit Points (110 would be 5 end) and their Energy on the rpg Endurance (Mn end would be 7 energy).

Shogunn2517

Admittedly, I haven't been awefully too consistant with this.  However, looking back I think I've tried to keep in mind how tough a character is or how long a particular character could(or should) last in a fight.  Of course it depends on who they're fighting, but most regular humans I wouldn't go past five for.  Some go higher like Batman or even the Punisher.  Wolverine and Magneto go past 5 as well(7 and 6 respectively).  If I were to have a scale, MOST(probably 98, 99%) of my characters are 4+.  Like I said most humans are 4-5 level, some maybe a point or two more.  Elite characters, characters that are not at that invulnerable level like a Iron Man, Clayface, Ares, Captain Atom, that can be knocked out with considerable force, determination or after prolonged fighting, they're at a 7-9 level.  Only the invulnerable, invinciible types are a 10(Hulks, Superman, Silver Surfer, Thanos, Darkseid, Zod, etc.)  It's hard.  I know for other ratings I've had actual numbers to quantify with.  Strength I use on a scale, even speed to an extent.  Agility?  Endurance?  Harder to determine IMO.

spydermann93

Quote from: Shogunn2517 on August 02, 2012, 08:36:11 PM
Admittedly, I haven't been awefully too consistant with this.  However, looking back I think I've tried to keep in mind how tough a character is or how long a particular character could(or should) last in a fight.  Of course it depends on who they're fighting, but most regular humans I wouldn't go past five for.  Some go higher like Batman or even the Punisher.  Wolverine and Magneto go past 5 as well(7 and 6 respectively).  If I were to have a scale, MOST(probably 98, 99%) of my characters are 4+.  Like I said most humans are 4-5 level, some maybe a point or two more.  Elite characters, characters that are not at that invulnerable level like a Iron Man, Clayface, Ares, Captain Atom, that can be knocked out with considerable force, determination or after prolonged fighting, they're at a 7-9 level.  Only the invulnerable, invinciible types are a 10(Hulks, Superman, Silver Surfer, Thanos, Darkseid, Zod, etc.)  It's hard.  I know for other ratings I've had actual numbers to quantify with.  Strength I use on a scale, even speed to an extent.  Agility?  Endurance?  Harder to determine IMO.

The endurance system is a bit rigid. There isn't much of a difference on a scale one to ten and it makes it hard to set subtle differences.

What I've been doing is converting my hero files to the main game and I've been setting their health levels to fit their RPG health values. It is much more fluid than using numbers 1-10. Having the heroes and villains in the database also allows me to set powers to have infinite range (useful for characters like The Flash who can run a very long distance). It may be a bit more work (to create the hero file in the character creator and then porting it to the database and typing out all of the string values), but it's worth it.

BentonGrey

I use a pretty loose system, but for new characters I usually begin with RPG stats, but then I'm constantly keeping in mind the other characters from their setting against which I'm balancing them.  So, while Colossus' RPG stats may say X, I know that the Thing has X,and I want Colossus to be a little bit weaker than Ben, so I knock him down a bit. 

Spydermann, that is exactly what started me building the DCUG, and eventually I thought, 'hey, others might enjoy this too.'
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mac402

For human characters I don't have much problems on deciding. I just go based on hit points with 5 being the highest rank, 3 I consider an average, untrained human (like FF civs). It gets complicated with all those super-tough guys, but as you all guys are saying I guess it eventually gets down to game balance. I.e. my Venom pumped Bane character has End rank 6 and the Physical Resistance attribute which allows him to overpower Batman in hand-to-hand combat, while Batman can beat practically any non-superhuman character in HtH.

Quote from: spydermann93 on August 03, 2012, 03:01:21 AM
What I've been doing is converting my hero files to the main game and I've been setting their health levels to fit their RPG health values. It is much more fluid than using numbers 1-10. Having the heroes and villains in the database also allows me to set powers to have infinite range (useful for characters like The Flash who can run a very long distance). It may be a bit more work (to create the hero file in the character creator and then porting it to the database and typing out all of the string values), but it's worth it.

I'm converting my guys now too, but man that is cool news with infinite ranges! It will make characters like Xavier a lot more true to themselves.

spydermann93

#6
Quote from: mac402 on August 04, 2012, 11:50:47 AM
Quote from: spydermann93 on August 03, 2012, 03:01:21 AM
What I've been doing is converting my hero files to the main game and I've been setting their health levels to fit their RPG health values. It is much more fluid than using numbers 1-10. Having the heroes and villains in the database also allows me to set powers to have infinite range (useful for characters like The Flash who can run a very long distance). It may be a bit more work (to create the hero file in the character creator and then porting it to the database and typing out all of the string values), but it's worth it.

I'm converting my guys now too, but man that is cool news with infinite ranges! It will make characters like Xavier a lot more true to themselves.

The real joy comes when you can make melee attacks have a much longer reach or have actual flying melee attacks (although, they won't be able to hit grounded heroes/villains).

The down side is that it is either impossible to have powers at different power levels than 3 or it's just that I don't know how.

Quote from: BentonGrey on August 04, 2012, 05:11:43 AM
I use a pretty loose system, but for new characters I usually begin with RPG stats, but then I'm constantly keeping in mind the other characters from their setting against which I'm balancing them.  So, while Colossus' RPG stats may say X, I know that the Thing has X,and I want Colossus to be a little bit weaker than Ben, so I knock him down a bit. 

Spydermann, that is exactly what started me building the DCUG, and eventually I thought, 'hey, others might enjoy this too.'

I"m enjoying this "new" system a lot more. The only issue is that for some reason, characters with over 1,000 health (yeah, I have some characters over that in HP :P) don't have their invulnerabilities activate until they get below 1,000. Trying to figure out why that is.