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Revised Supers! - General Discussion Thread


Okay friends, here it is, the place where you can throw out your thoughts and ideas on how a revised edition of Supers! should be.

Got ideas? Got thoughts? Think something from the Classic edition needs expansion? Better explanation? Etc...

This is the unofficial thread, as for now it is just spitballin', so have at it!

And remember, be Heroic!

Last edited by AndrewCollas, 9/2/2012, 5:34 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 Thread


OH! Weapons vehicles and bases! Of course those could all be in a sourcebook or something but to have a few in the Core2ed book would be tight

Get it... tights, tight... shutting up now.

Regards,
Walt

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Re: Revised Supers! - Unofficial Thread


Howdy fellas!

Congrats on opening up the new boards! I'm glad to join you on here.

You guys mentioned weapons. What are your thoughts on that? Weapons, right now, are handled abstractly via the Shooting Aptitude. Personally, I think it should stay that way - certainly in the core book.

I would build the Punisher thusly:

Shooting 3D (Guns 4D, Area 1D, Armor Piercing 1D, Split Attack 1D).

This would give him access to armor piercing rounds, grenades, two-weapon combat, etc. SUPERS! isn't really the type of game that cares about whether or not he is using a handgun or an assault rifle. All that matters is that Frank Castle is good at guns and has lots of them. Frank Castle can find a way of doing the same amount of damage with both. The narrative elements define what happens on the panel (or in the round). I could, however, see a Judge ask Punisher's player to write down an equipment list on his character sheet - just so that it doesn't seem like Frank has a dimensional portal from which he could pull as many guns as desired. I wouldn't limit such a list, though, at least not beyond what makes narrative sense, nor make the player pay for any of his character's weapons.

How about rocket launchers, Bazookas, .50 calliber machine guns and the like? Those are weapons that should do more than the 3D cap on Aptitudes. I would buy those as Super Weaponry 4D (with Area, Armor Piercing Boosts), but I would place some sort of Accessibility and/or Ammunition Complications on the power.

What I wouldn't want to see is a weapons system grafted on to SUPERS!, at least not in the core book. I have some ideas for something that MIGHT make sense in the options books. The fellow who started the thread over on rpg.net a few years back came up with it, and it involves pips ala W.E.G.

Anyway, gotta rush to work. I'll give some thoughts on Vehicles and Bases later. (Those WOULD be cool to expand on in the Core Rules, methinks) :-]

All the best!

Aldo

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Re: Revised Supers! - Unofficial Thread


While I like the way you explain it DF, and I agree to a certain extent, let's avoid countering every post with "here's how you do it in the core rules!" Start other threads for that and then link them to here.

I want this to be a free and unfettered thread to express desires and wants and thoughts. That way little diamonds of brilliance will fall from it, as the posters can really say what they want.

Don't get me wrong, your explanations of how weapons work is valuable and needed, just make it a side thread is all I am saying, so that way folks won't feel maybe like they are getting "shot down" when they post here. You see my point?

Still it was a good explanation, right up until Bazookas emoticon

You also made a good point about the 3D Aptitude limit, which made me want to add an Advantage called "World Class", wherein you pick one Aptitude that you are consider one of the best in the world at and get to keep ALL the dice when making rolls... not just the highest 3.

Now how would you handle vehicles anyone? Or bases for that matter?

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Re: Revised Supers! - Unofficial Thread


Ok, so let's see just how far afield we take this!

Let's say you were to come up with a list of weapons, something like this:
1) Bazooka: 3d, Armor Piercing 1d
2) Heavy Machine Gun: 3d, Split Attack 1d
3) Grenade Launcher: 3d, Area of Effect 1d

All of this could be accomplisged via Special Attack, but we want to stretch beyond the core rules, ok...

If you want to reflect both the weapon's damage potential AND the user's skill, you could simply use one as a Dice Modifier similar to how another popular rpg handles it. So let's say our hero has Shooting 2d and a Heavy Machine Gun:

He would roll 3d for the Machine Gun's dice, and add +2 per die rolled as a bonus, reflecting his Shooting aptitude's influence on the attack. So he'd roll 3d+6 for his attacks.

If he had Shooting 1d, it'd be 3d+3, or if he had Shooting 3d, it'd be 3d+9, etc...


  
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Re: Revised Supers! - Unofficial Thread


Welcome to the fun Dustland.

Interesting idea you have there. I like.

Would that work for melee weapons as well?

Oh and you can straight up mention what other systems inspire you, no shame in that emoticon

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Re: Revised Supers! - Unofficial Thread


quote:

Would that work for melee weapons as well?


I don't see why not!
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Re: Revised Supers! - Unofficial Thread


One of the rules that people seem to not like is the Boost:Split Attack. I think when you see how Area of Effect works, you start to look at the number of dice getting rolled and naturally think SA gets the shaft.

Well, here's a way to beef up SA a bit without stepping on AoE's toes:

For every 1d in Split Attack, you can attack/defend with the power one more time (so 1d = 2 attacks, 2d = 3 attacks, etc)

but

Each attack is at the full value of the power less the number of attacks in dice (minimum of 1d). So if you had Webs 3d (SA 1d), you could attack twice in a round with it, each attack at 2d. If you had Webs 4d (SA 2d) you could attack three times in a round at 2d, or twice at 3d, or once at 4d.

Thoughts?
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Re: Revised Supers! - Unofficial Thread


A few more examples, posted on the old board:
Gold Rush has Super Speed 3d (SA 1d). Each round he could attack with Super Speed 3d once, or Super Speed 2d twice.
 
Frostbite has Paralysis [covers opponent in ice] 5d (SA 3d). He could split his attacks as follows:
 1) 1 attack @ 5d
 2) 2 attacks @ 4d
 3) 3 attacks @ 3d
 4) 4 attacks @ 2d
 
And finally, to illustrate the "minimum 1d" rule...
 
The Warrior Wombat has Fighting 3d (SA 3d). Here are his options:
 1) 1 attack @ 3d
 2) 2 attacks @ 1d
 3) 3 attacks @ 1d
 4) 4 attacks @ 1d (so obviously he'd be making either 1 attack or 4 attacks)
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Re: Revised Supers! - Unofficial Thread


Wow that is a pretty impressive way to use Split Attack... very nice. Have you play tested it at all?

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