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TGIDragonfly Profile
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


I had a private conversation with Dustland about his Mook rules, and I'm having the great pleasure of seeing them in action in the PbP over at penandpapergames.com.

You can put me in the "like" column as well!

I wouldn't mind seeing this become the default system for Mooks in the revised edition of the rules.

All the best,

Dragonfly
9/9/2012, 2:47 am Link to this post Email TGIDragonfly   PM TGIDragonfly Blog
 
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


For me Dragonfly, I will need to see the same fight worked out for each rules, RAW and these. I have to to understand it, cause as it is, I am not understanding what Dust's do other than speed it up and beat a hero down.

I know that can't be it, so I obviously don't understand them.

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9/9/2012, 2:50 am Link to this post Email AndrewCollas   PM AndrewCollas Blog
 
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


quote:

AndrewCollas wrote:

For me Dragonfly, I will need to see the same fight worked out for each rules, RAW and these. I have to to understand it, cause as it is, I am not understanding what Dust's do other than speed it up and beat a hero down.

I know that can't be it, so I obviously don't understand them.



That's a reasonable request, and a wise one to boot.

For what it's worth, I don't feel beat down by them in the PbP. The issues it solves are Mooks fighting Mooks and the predicability of the combat.

As Dustland said in his previous post - the example he posted wasn't really representative, as the Mooks were very high in die code.

Still, I'd be happy to run some battles at home using both methods and then post the results for consideration (unless Dustland beats me to it). In truth, I'd like to playtest these rules a bit myself. For now, though, I'm impressed. :-)

All the best!

Aldo

9/9/2012, 3:15 am Link to this post Email TGIDragonfly   PM TGIDragonfly Blog
 
kroh Profile
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


Sweet, Mook on Mook Action!

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9/10/2012, 11:43 am Link to this post Email kroh   PM kroh Yahoo Blog
 
honestiago Profile
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


There was another idea at the old forum about assigning "Qualities" to Mooks and Lt's., either permanently or situationally. For example, a pair of Mafia Goons (rating 6 each) are armed with Tommy Guns (Shooting 3d). They are hunched behind a vehicle that provides cover for it as long as they don't move (Armor 3d). If the car is totaled, moved, or if the mooks move, they lose the 3d6 armor (a situational bonus). But they have their guns with them at all times (a permanent quality). This is something Dustland wrote about, and I put it in the supplement I was last working on (along with the damage rules of one point off a Mook/Lt for each pt of damage).

This allows all sorts of flexibility, for example: Mr. Strength is stuck in Lost World, where he has stumbled upon a mound of very small dino-critters who have created a honeycomb of burrows and openings. The critters are touch on their home terrain, but brittle outside. You might stat them like this:

Dino-Mites (Mooks 3 [x 8 groups]). Quality: Ganging Up (each round 1-3 Mooks may combined their strength ratings into one attack); SQ (Situational Quality): 2d6 DEFENSE versus 1 attack while on "home terrain" (honeycomb, where they dart in and out of holes, avoiding attacks).

That was the gist of it, anyway.
10/28/2012, 8:06 pm Link to this post Email honestiago   PM honestiago Blog
 
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


I have been mulling over mooks and henchmen quite a bit, as they are a big part of comics and how I run games.

In my experience, with the rules as written mooks currently are not very powerful so achieve almost nothing, while simultaneously taking forever to kill.

After about 2-3 rounds, my players are tired of fighting goons and want to fight important villains.

So I have adjusted how I handle them to not only reflect my players' tastes but also to better reflect scenes like this:

Image

Cap jumps in and duffs like half a dozen goons at once. How to reflect that, while maintaining some decent threat level and not making them take forever to kill?

First off, goon fights need to be quick rather than challenging. In my mind, these sorts of opponents are meant to make the heroes look cool more than anything else. So dice pools, while I think they are great, give a bit too much variance for me (though I do love a lot of the above ideas).

So here is what I do:

Keep the "rating" system. Henchmen and mooks are just given a number rating, with mooks being equal to their number and Henchmen being assigned. For rolling to attack/defend all the same rules apply.

However, if the heroes beat a group of mooks by 1 or more on an attack roll they defeat the entire group (or most of them and the rest run away, or whatever is appropriate) and I usually allow the players to describe what happened.

Henchmen just having a number of "hits" they can take before being taken out, while their rating does not get reduced.

For me this has worked wonders. I find that Henchmen rated around 10-12 that can take 2-3 hits are a great way to give the players a bit of a challenge while still feeling awesome when they are successful and having the bad guys fall down in a timely manner.

Dunno if that would work for everyone else, but my players don't mind xD

Last edited by Jive Professor, 10/31/2012, 1:38 am


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10/31/2012, 1:37 am Link to this post Email Jive Professor   PM Jive Professor Blog
 
honestiago Profile
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


I actually like the idea of one-hit Mooks.
10/31/2012, 6:03 pm Link to this post Email honestiago   PM honestiago Blog
 
kroh Profile
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


Good example of a fight against some mooks.



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10/31/2012, 7:00 pm Link to this post Email kroh   PM kroh Yahoo Blog
 
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


embedding disabled on that video...
11/2/2012, 12:45 am Link to this post Email urbwar   PM urbwar Blog
 
kroh Profile
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Re: Revised Supers! - NPCs (Including Mooks+) Thread


Just follow it to YouTube ... and be treated to some movie mook beatdown nostalgia.

Regards
Walt

Last edited by kroh, 11/2/2012, 2:44 am


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11/2/2012, 2:32 am Link to this post Email kroh   PM kroh Yahoo Blog
 


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