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Revised Supers! - Fighting Thread


This is where we lay the smackdown about smackdowns in revised Supers!

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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! - Fighting Thread


First question that springs to mind is something that occured in a game of mine recently.

How does one handle devices in combat. How would you rule if someone wanted to disarm an opponent of their device? What would you do if they attacked the device with the intent to destroy it?
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Re: Revised Supers! - Fighting Thread


I handle all "called shots" as a normal action, but to have the special effect take place, the attacker must beat the defender by 6+.

These types of attacks do no damage, but instead force something else to happen, such as drop a weapon or push an opponent through a doorway, etc.

The 6 point rule is arbitrary but it's worked well for me and is a simple and easy to remember rule of thumb.
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Re: Revised Supers! - Fighting Thread


quote:

Dustland wrote:

I handle all "called shots" as a normal action, but to have the special effect take place, the attacker must beat the defender by 6+.

These types of attacks do no damage, but instead force something else to happen, such as drop a weapon or push an opponent through a doorway, etc.

The 6 point rule is arbitrary but it's worked well for me and is a simple and easy to remember rule of thumb.



I like this, and it doesn't seem exactly arbitrary to me. Given that 6 is the max result of the only die we use in the game, it makes sense that actions will be decided in increments of 6 (or perhaps 3).

Frankly, this is the sort of thing that SUPERS! can use most - a little bit of guidance on how to use the existing mechanics to Judge grappling, disarming, tripping, and other things normally listed as maneuvers in other games. We don't have to change any rules - just provide examples.

All the best,

Dragonfly
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Re: Revised Supers! - Fighting Thread


I agree and disagree, let me explain why.

Yes providing ample examples as to how this works is good, but sometimes these examples are going to feel forced, where adding a tiny mechanic are going to simplify and straighten things out.

We should not and must not approach the revision in a "the rules as are can do everything with imagination and therefore we must avoid any new rules like the plague" or alternately "everything needs a new rule".

For me there is a happy in-between and in all cases we must keep it simple.

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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! - Fighting Thread


That said I LOVE the idea of Degrees of Success, ie; for ever 6+ you win the challenge by you might qualify for a special effect. This would handle Counterattacks, Disarms, Knockdowns, stuns and slams quite well!

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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! - Fighting Thread


Another option would be to tie this to competency points. If you succeed in a die roll, you have the option of spending a competency die to get the additional effect. (Be it knockback, disarming, etc.
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Re: Revised Supers! - Fighting Thread


I had posted this earlier in the general discussion thread. I was hoping that someone would give it a try in playtest to let me know what they think.

......

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 and mooks 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.
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Re: Revised Supers! - Fighting Thread


quote:

Darkpaladin67 wrote:

I had posted this earlier in the general discussion thread. I was hoping that someone would give it a try in playtest to let me know what they think.

......

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 and mooks 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.



I haven't play-tested it yet, so I can't really say, but I do think it's too major of a revision for my personal tastes. Still, I think it would be a cool option for the Judge's Book.

That being said, I intend to give this a try sometime soon. Maybe I'll feel differently then.

Best,

Dragonfly
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Re: Revised Supers! - Fighting Thread


quote:

AndrewCollas wrote:

For me there is a happy in-between and in all cases we must keep it simple.



I totally agree with this. We shouldn't go overboard. That being said, being more precise about a few standard maneuvers (Disarms, Grappling, etc.) is probably a good thing.

All the best,

Dragonfly

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