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Re: Revised Supers! - Unofficial Thread


Howdy Andrew,

No worries, I get it. You'd rather make this thread about brainstorming. I can honor that.

I DO hope Kroh realizes that I wasn't trying to "shoot him down," so much as I was trying to explain how I see the rules working. Just in case, "Sorry Kroh!" :-)

I'll continue to give this sort of feedback, but from now on I'll take it to another thread, as you suggest.

All the best!

Dragonfly
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Re: Revised Supers! - Unofficial Thread


No worries DF.

Now, how about you lay some ideas on this thread as well Supers! Guru? 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: Revised Supers! - Unofficial Thread


No worries on my side. I an just glad to be in such distinguished company!

Regards
Walt

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Re: Revised Supers! - Unofficial Thread


quote:

Dustland wrote:
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?



I love it! I think this is the way Split Attack should work in contrast to Area Attack.

BTW, this is Gary "Jukeboxer" Brown here. It is good to see some meaningful discussion already taking place!

Gary Brown
www.whimstorm.com



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Re: Revised Supers! - Unofficial Thread


quote:

Dustland wrote:

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...
  



Pretty good approach I think, but in the spirit of the rules, I would flip/flop it, so that the character's aptitude provides the number of dice. That way, any weapons that do damage beyond the mundane range - like a shoulder-launched surface-to-air missile - could just be rated as a hard bonus to the character's shooting roll.

So a veteran soldier with a rocket launcher might roll 2d+3, but an elite super-soldier would roll Shooting 4d or 5d+3 and keep the best 3d.

As Dragonfly pointed-out, most mundane handguns and rifles are already covered by the Shooting aptitude. That's a beautiful thing about SUPERS. So we are only concerned about handling exceptional weapons that are beyond common, but are not in the realm of Super-Weapons. A simple bonus might be enough.

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Re: Revised Supers! - Unofficial Thread


I have a few ideas that I have already used at my weekly game table. Included in these are varient combat rules. (such as counter attacks)

Also we have taken a hard look at some of the power boosts and complications. Armor Piercing and Tough Defense need to be reworked as the way they are written now are far too underpowered. (Mathmatically, they are actually less effective than if you did not take the power boost.) I have a couple of ideas for these I would like to throw out for discussion.

Also, some of the power boosts like Area of Attack and Split attack could be modified so that multiple purchase of the boost is not required. For example, make it so that if you have a 4d split attack power, you can split for additional targets with a corresponding reduction in dice. 4D split could effect 2 targets at 4d, or 3 targets at 3d, etc.

In order to keep this distinct from area affect, simply emphasize that with area affect, the power effects everyone in the area (friend or foe). Then with a reduction in dice, you can effect a larger area. (Actually area needs to be defined. How much of a area is needed to use your darkness power to cause a city wide black out?)

I have a couple ideas for some power boosts as well, including a boost that will allow a person so use a power multiple times in a round, reducing in dice each time it is used (similar to the way armor works).

One idea I have been playing with but have not tested yet is the an invulnerable boost. If you have a defensive power with this boost, you can simply ignore any attack that is of less dice that the defence. However, it would still count as having used the power, ie. the armor power will still be reduced by one die code each time it is used.

Some of the powers might be worth taking a second look at. For example Telekinesis seems a little on the weak side, especially when you consider heroes like Green Lantern and the Invisible Woman who lift tons of weight with their power. Granted that these
are experience characters, but the weights seem a little low for this power.

Other powers could be a little better defined. For example, how much Life support is needed to breathe underwater? How much is needed to survive in space?

I would also like to see rules to customize minions. That way you can still use the minion rules, but equip them with various powers/abilities. Ex. Laser rifles, riot armor or mad kung fu skills.

As I mentioned, I have used some of these options in my own campaign. I can provide more detail on any or all of these if it is wanted.
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Re: Revised Supers! - Unofficial Thread


I like this. Basically, you are making the Aptitude a power. (Call it Super Talent or something like that).

quote:

AndrewCollas wrote:

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.
quote]





Last edited by Darkpaladin67, 9/2/2012, 3:18 am
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Re: Revised Supers! - Unofficial Thread


That's a lot of info and some it very dramatic changes, I do have ones question though, how is AP not worth the money? Or tough defense?

AP gives me a total of 6 when attacking armour instead of that die giving me 1-6 which is does if it is not being defended by armour.

And tough defense gives me 6 for each die all the time.

I am not seeing how this is not cost effective, can you explain please?

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Re: Revised Supers! - Unofficial Thread


The main problem is because you give up one die due to the cost of the boost.
 
6d blast cost the same as a 5d blast armor piercing which cost the same as 4d +2 AP.
 
6D average roll is 21
5d AP is 4d+6 = 20 Average, or 17.5 w/o armor
4d +2AP is 2d+12 = 19 average or 14 w/o armor.

We are currently experimenting with the boost of Armor Piercing meaning that a person cannot defend against the attack with the Armor Power.

A 'Toughened' armor means he can ignore the effect of Armor Piercing. These are just our house rules, but if you see a grain of something you can use in them, please consider it.
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Re: Revised Supers! - Unofficial Thread


The math helps for sure!

Certainly I see the points you are making and trust me, I am considering everything talked about here. emoticon

Keep it coming!

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