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Re: Supervillain House Rule


quote:

AndrewCollas wrote:

Crazy thought;

What if all powers could be used more than once a round (or with a repeater boost) but like armour and mind shield they lost a die... But here's the kicker: you regain one die lost per round.



In theory it sounds OK, but in practice this could be a pain to track. For 20-30 dice characters it might not be a big deal, but for characters in the 40+ range, I wouldn't want to keep tabs on who double-dipped which power in what round.




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Re: Supervillain House Rule


While I see your point;

1] Use a 6 sided die.

2] Use Counters

3] How many powers are you gonna waste a D (or maybe it is scalable) buying this on really?

I believe there are always solutions, we just have to accept sometimes we will have to do a bit more work on them emoticon

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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: Supervillain House Rule


I meant to post this morning but I got called over to the shipyard early. So now I am back and here are my thoughts.

First, as far as the powers regenerating by 1D every turn, I really, really do not like this idea. The nice thing about SUPERS! is the lack of bookkeeping. Keeping track of every power is too much. I rather keep things simple.

I do not mind having a boost that allows the character to use a power with reduced effect. I will discuss this more in the boost thread. However, this should NOT be for npc's only. This is a Superhero game. There should not be a seperate set of rules for heroes vs villians.



quote:

AndrewCollas wrote:

Crazy thought;

What if all powers could be used more than once a round (or with a repeater boost) but like armour and mind shield they lost a die... But here's the kicker: you regain one die lost per round.

Captain Triumph has Energy Control 5d (with the repeater boost). In one round he uses it to attack AND defend 2 incoming blasts, which means it ends the round at 3d. At the end of the NEXT round he regains 1d and then the round after is back to full power!

In comic book terms this would be like him pushing himself to his limits.

Just a thought.



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Re: Supervillain House Rule


It was a thought, obviously a shitty one. I'll bury it out back with the other dead ideas I've had. emoticon

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Re: Supervillain House Rule


It was definately worth mentioning. When brainstorming, there are no bad ideas. I did not mean to poop all over it. I was just trying to express my thoughts on the option, however I am just one voice. Others may feel different.
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Re: Supervillain House Rule


No I didn't mean to imply that you were pooping on it.

What it is is that every idea I suggest gets met with "That isn't Supers!" which is nice, but sort of defeats the point of evolving the game.

Cause I assure you these are the kinds of ideas that will be in the Judges Options book.

All I am saying is, in the process of revising, we need to loosen up a bit, there are too many ideas being shot down (on all sides) for not being "Supers!". Which ultimately is a straw man argument anyways.

Of course there are going to be changes, hence the ideas, the goal is to keep them minimal. emoticon

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Re: Supervillain House Rule


I understand what you're saying, Andrew. You are in the somewhat awkward position of having to drive ideas of what a revision should look like but are doing so with a game that is already well-liked by a small, core group of online fans. And each fan has his or her own thoughts on what Supers! is and what it should be.

That being said, the "That isn't Supers!" argument does hold at least some merit. Too many changes and you lose the essence of what made it a great game in the first place. By the same token, not enough changes and then folks wonder why there was a revision at all.

As I've stated elsewhere here, I'm all for clarifications of the existing rules and expansion upon rules that need it. I'm open to additions that are in keeping with the spirit of the current rules. I would say that my biggest want is to keep the game easy to run and play and the bookkeeping to a minimum, as Darkpaladin stated. I predominantly play this game with my almost 14 year old and almost 8 year old sons. The simple to understand rules are key and the fact that all they have to do with regards to bookkeeping is mark down what Resistances have taken damage makes the game experience so smooth.

Last edited by Toric, 9/12/2012, 12:12 am
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Re: Supervillain House Rule


My rules suggestions are pretty much universally going to be for GMs as that is the perspective I am coming from.

I really feel like players have a fantastic amount of options without cluttering gameplay/requiring a M&M level of specificity.

Ease of use is an increrdible trait. By way of example, my new group started. There are about 15 students in my club. Two students stepped up to run games, and in the time it took them to generate characters my group was already playing, laughing, and having fun, and we had to create two characters from scratch and explain to both of them what roleplaying was, as they had never played before. That is a really great feeling.

Last edited by Jive Professor, 9/12/2012, 1:21 am


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Re: Supervillain House Rule


Again, just to make it clear, the Revised Edition will have next to no changes on this front,it is more explanation and clarification.

The OPTIONS will add varying levels of "crunch", but always OPTIONAL emoticon

Cheers!

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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: Supervillain House Rule


quote:

AndrewCollas wrote:

Again, just to make it clear, the Revised Edition will have next to no changes on this front,it is more explanation and clarification.

The OPTIONS will add varying levels of "crunch", but always OPTIONAL emoticon

Cheers!



Ah, well if that is the case then I think all the ideas a great! Lol

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