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<blockquote data-quote="sigfried" data-source="post: 8869476" data-attributes="member: 1798"><p>The core rulebook doesn't have any supernatural abilities as the default setting is "our modern world" but we will be introducing them in upcoming products. The Crow has some examples but we intend to do an urban fantasy setting with modern magic. We haven't decided exactly what the mechanics will be, but I tried to design the core system and the archetypes with a lot of flexibility to add to and build from.</p><p></p><p>I won't say if we did or didn't balance melee and ranged, but I certainly tried to. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> The classes that specialize in melee, tend to get slightly stronger boosts to damage and mobility through class features than the classes based on ranged or the classes that are not combat-specialized. So for heroes that are not combat specialists, ranged weapons, specifically firearms, are better. For the classes that are intended to be melee specialists, they both capable of dealing a lot of damage and are usually more durable than their ranged specialist counterparts who have the natural advantage of being far away. </p><p></p><p>As a final note, I took pains to specifically make unarmed combat and combat with improvised weapons (including smashing people into the environment) as effective as any weapon for heroes that specialize and invest in it. We try to walk a line between plausible realism, and the things that happen in action films.</p></blockquote><p></p>
[QUOTE="sigfried, post: 8869476, member: 1798"] The core rulebook doesn't have any supernatural abilities as the default setting is "our modern world" but we will be introducing them in upcoming products. The Crow has some examples but we intend to do an urban fantasy setting with modern magic. We haven't decided exactly what the mechanics will be, but I tried to design the core system and the archetypes with a lot of flexibility to add to and build from. I won't say if we did or didn't balance melee and ranged, but I certainly tried to. :) The classes that specialize in melee, tend to get slightly stronger boosts to damage and mobility through class features than the classes based on ranged or the classes that are not combat-specialized. So for heroes that are not combat specialists, ranged weapons, specifically firearms, are better. For the classes that are intended to be melee specialists, they both capable of dealing a lot of damage and are usually more durable than their ranged specialist counterparts who have the natural advantage of being far away. As a final note, I took pains to specifically make unarmed combat and combat with improvised weapons (including smashing people into the environment) as effective as any weapon for heroes that specialize and invest in it. We try to walk a line between plausible realism, and the things that happen in action films. [/QUOTE]
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