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Aberrant RPG - Does Quantum Bolt suck?


Archer21
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I've been looking at the books, and for pure damage-dealing mayhem, Q-Bolt doesn't seem all that effective.

I know that M-Str is the king for busting heads, but I was hoping that Q-Bolt would be at least equal, and it sure doesn't seem like it.

IF you dump near all your NP on it, and bump your Quantum up to 5, it's definitely nasty, but look at how many points you have to spend to make it worthwhile...

Am I missing something? I understand that it's ranged, which is it's primary advantage, but you're paying a Q cost for every shot, as opposed to M-Str. Dunno, it just doesn't seem as balanced to me.

Anyone?

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A number of points here.

1) Character fit (i.e. combos).

Example: Flight + Q-Bolt. Or basically, being able to attack without worrying about a counter attack. You can also do that with a number of other powers. Density Decrease plus Q-Bolt. Mega-Perception plus Q-Bolt.

M-Str combos also exist (Quick being the most common) but as you noted, Q-Bolt's combos work at a range.

2) Power Maxes.

Q-Bolt + Agg + Area + Something else, is actually a possibility for a starting PC.

M-Str doesn't get power maxes (Crush doesn't count).

3) Supercharge.

Expensive but it works for Core.

4) Mastery. ('nuff said).

5) At Q5 (and everyone wants a Q5) one dot of Q-Bolt is far better than one dot of MStr. This is perhaps the most important feature, Q-Bolt is the cheapest offensive for the dots if you have already decided on a Q5.

Another consideration, most abby combat lasts 3 rounds or less. As such, q cost doesn't usually come up.

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There's also the 'power stunts' you can choose at 4 & 5 dots - which no other power gets. A 'full auto' Q-Bolt is close to being as good as an Extra, without the cost. But yeah, you need to decide to go all the way with the power to get that.

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i know it's totally wrong and i'll probably be harrassed, but when i play with my friendswe dont role for damage on anything, physical or quantum stuff, it seem better that way, and faster.

mace

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i know it's totally wrong and i'll probably be harrassed, but when i play with my friendswe dont role for damage on anything, physical or quantum stuff, it seem better that way, and faster

White Wolf's main rule, as they state gratuitously in all their books I've read so far, is "If you don't like it, change it." Even if it weren't, no method of role-playing is wrong as long as all involved give their consent and know what they're getting into. That's like saying it's "wrong" to do drugs. Stupid, probably (and I'm not saying your method is stupid), wrong, no.

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I'm gonna have to be the decenting voice on this Q-bolt gives you a gross amount of damage. So you have to dump a few NP on it WOOHOO, dude this is LETHAL damage. Come on now, you're doing double digits of AUTO damage AND a HAND FULL or TWO of rolled damge what more do you want? Seriously, I think it's great, if anything I think it might be TOO powerful. But hey, you could always use Quantum Inferno...if you're into that sort of *cough*munchkin*cough* thing.

But whatever, do you're thing. It's only a game.

-Slag

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but when i play with my friendswe dont role for damage on anything, physical or quantum stuff, it seem better that way, and faster.

that's how my group plays... we prefer to go as rules light as possible and to focus on descriptions and cinematics, etc. as for how we hand out damage, we know about how powerful each attack is and hand it out according to the needs of the story... oddly enough our characters spend more time recovering than most dice using groups.. ::rolleyes

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