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Revised Supers! - Optional Rules Thread (unofficial)


So here's the idea of where we can discuss optional rules for the eventual Supers! Narrators Guide.

For example some people have toyed with the concepts of using "pips" like in the old WEG Star Wars system, to help make more diversity.

I myself use their Wild Die rules in my game and even have a staggered initiative/segment system like in V&V.

I will discuss both of these more later, but for now let's kick the can around.

Last edited by AndrewCollas, 9/2/2012, 5:35 pm


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"The English language is the product of Norman invaders attempting to pick up Anglo-Saxon women. The resulting language is about as legitimate as the resulting offspring." — From the Internet
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Re: Revised Supers! - Unofficial Optional Rules Thread


Regarding Wild Die ideas, having a wild die in-play all the time would probably be too fiddly for me. But what about making Competency Dice wild?

On a result of 6, add another die to the pool.

On a result of 1, the Judge gains a Competency Die for the bad guys.

This would work well with the optional Competency dice rules from The Freedom Ring, so every character could have a few Comp-dice per session.



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Re: Revised Supers! - Unofficial Optional Rules Thread


I like what you propose and would certainly offer it up as one way of doing the Wild Die.

How I do it right now is one of the dice is replaced by a Wild Die, it comes up 6 it explodes once and on the 2nd roll 1-5 is added to the pool straight, 6 is added to the pool as well, but the player gets a "perk", something goes their way. On a defense, they get a Counterattack, on an attack they get Knockback, etc...

I also use the much lamented 1 rule. On the Wild Die being 1, they roll again. 2-6, minus from the pool, but on a 1 they get a "setback". The scaffolding they are on gives way. The engine on the airplane they are piloting runs out of gas or explodes, etc... Nothing too server, just more of an obstacle for them to overcome.

So if I were doing it now I would offer both sets of Wild Die rules as options, cause I like how yours works!

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"The English language is the product of Norman invaders attempting to pick up Anglo-Saxon women. The resulting language is about as legitimate as the resulting offspring." — From the Internet
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Re: Revised Supers! - Unofficial Optional Rules Thread


Personally, I like the way the system works now. I don't really see the need for a 'wild die'. That said, I could easily see a case made for making any competency die roll a wild die.
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Re: Revised Supers! - Unofficial Optional Rules Thread


I, too, am comfortable with how the system works and don't know that I would like using a wild die. Part of my reasoning is because I am playing this game with my kids predominantly and don't really want too much added complexity. The current mechanic works fine for us.

That being said, since this is the "optional" rules thread, with options to be added to a Narrator's Guide of some sort, I say the sky is the limit with regards to these sorts of additions to the game. These can easily be inserted into the game or ignored as each individual GM sees fit.

Andrew, how has using a wild die affected your game? Can you provide some examples? Does it unbalance anything? Does it make it more difficult to create appropriate challenges for your group? Does it slow down the pace of the game?
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Re: Revised Supers! - Unofficial Optional Rules Thread


I don't think a Wild Die is necassary either.

And, for the record, I think it should be referred to as a Judge's Guide rather than a Narrator's Guide (unless you change Judge to Narrator in the second edition).

I chose Judge, because the Player's are as much, or more, "narrators" in Supers! thasn the guy/gal running the game. The Judge simply applies the rules/common sense and makes judgements as to whether things are feasible and/or good fun.

(Just about everything in SUPERS! was done for a reason, even if the rules seem a bit odd to players or don't seem right initially. You actually have to be more careful with any changes you make than you realize, because a little change here or there may mean you end up having to change other things that worked perfectly well before you started tinkering. That's why I say don't mess with it too much - options, clarifications, examples; that's what you should really be working on)

Last edited by Simon W, 9/2/2012, 7:18 am
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Re: Revised Supers! - Unofficial Optional Rules Thread


quote:

Simon W wrote:

I don't think a Wild Die is necassary either.

And, for the record, I think it should be referred to as a Judge's Guide rather than a Narrator's Guide (unless you change Judge to Narrator in the second edition).

I chose Judge, because the Player's are as much, or more, "narrators" in Supers! thasn the guy/gal running the game. The Judge simply applies the rules/common sense and makes judgements as to whether things are feasible and/or good fun.

(Just about everything in SUPERS! was done for a reason, even if the rules seem a bit odd to players or don't seem right initially. You actually have to be more careful with any changes you make than you realize, because a little change here or there may mean you end up having to change other things that worked perfectly well before you started tinkering. That's why I say don't mess with it too much - options, clarifications, examples; that's what you should really be working on)



I agree with this. Changing the game too much means loosing some of the tone while presenting an "options" chapter / book allows for variances in the game without loosing the feel of SUPERS!

I also think a lot of this can be handled in a section of a Judge's guide.

Regards,
Walt

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Re: Revised Supers! - Unofficial Optional Rules Thread


Personally, I REALLY like the idea of a Wild Die. I don't think the game NEEDS it, mind you. I just like the idea of it.

I ALSO, however, agree that such variants should be relegated to the Judges' book as an option rather than be included as part of the core rules.

I like both Wild Die options presented, BTW, so it would be cool if both of them made it into that Judges' book.

All the best,

Dragonfly
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Re: Revised Supers! - Unofficial Optional Rules Thread


So to clarify,

The purpose of this thread is to explore optional rules for a later to be produce and as yet unnamed "narrator's guide".

Any and all options are on the table and this is a free form place to explore such ideas.

If and option would be redundant due to an already existing rule, please explain why in this thread and then link it back here.

Now let me take off that big old official hat and put back on my fun time ball cap.

I have a really throbbing headache this morning, so I will talk about my group's experience with Wild Die later.

Cheers!

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Re: Revised Supers! - Unofficial Optional Rules Thread


Since we are just brainstorming here, I thought I would mention an option that my group really likes. I have mentioned it before over at rpg.net, but thought I should bring it up here.

We call it the counter attack option. It uses the basic rules as written but makes one small change.

Ever notice in the comics that a villain can hold off an entire hero team on his own, but when he joins the team, his power level seems to suddenly become on par with the others? This option replicates this circumstance.

When a character attacks another, it will generate a counterattack in return. That was if a group attacks the 'big bad', he will get to counter attack each hero in turn. (As long as he does not run out of powers) Thus, if a team of four heroes attack the villain, the villain can attack 5 times in a round (4 counter attacks plus the normal attack). (Of course, the rules of not being able to use a power more than once still applies.

Of course, heroes can counterattack the bad guys as well. Minions do not have the ability to counterattack.

If you do not have a power to counterattack with, you can choose to go on the defensive, granting to one die to that particular defense roll.

The big bad will seem more cinematic without having to inflate the dice of the villain. Second, it will reduce the benefit of characters being one trick ponies as more diverse characters will have more ways to counter attacks.
 
Our group has playtested this and has really liked how it worked, but it might be too major a change for this revision. However, I did want to present it here for discussion.

Last edited by Darkpaladin67, 9/2/2012, 2:56 pm
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