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Re: Supers! Rules Clarifications


quote:

To me, that is the beauty of the rules. Simon included enough to cover MOST situations and what isn't covered is easily added or expanded upon using the existing RAW as guidelines.



Here Here
Regards,
Walt

Last edited by AndrewCollas, 9/3/2012, 3:08 pm


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Re: Supers! Rules Clarifications


Walt and Toric beat me to it, but I'll chime in with another, "Here, here!"

In a sense, I think using a modified version of the Limited Use Complication IS achieving the effect using the RAW. It's working within the broad parameters established by Simon to get the job done.

When I think about it, though, that might be a function of my Champions training. I played that venerable old game for 20+ years. While I reject it's complexity I embrace much of its logic. The "Limited Power" Limitation in that game covered EVERYTHING that wasn't covered in the rules already. A power that only worked in sunlight? Check. A power that only worked on Giraffes? Check. A power that worked at half-damage on scorpions? Check. It's just one big Limitation allowing one to season any given power to taste. Champions, of course, DOES have an ammunition Limitation (Charges), but for purposes of SUPERS! that could be folded into the Limited Use Complication.

SO - perhaps the best thing that we can do for SUPERS! is add a sentence or two of text that encourages folks to employ Limited Use in more flexible and creative ways. You can give a few examples, of course, but leave it very simple and very open. That would nudge folks towards doing what most of us veterans are doing anyway, and it wouldn't add any "clunk" to the system. I think such text should also stress that the specifics of how a Limited Use plays out should be left up to Judge and Player.

If you WANTED to add a bit more nuance to the way this works, you could make Limited Use a tiered Complication. Maybe 1D significantly impairs the power (up to 1/2 effectiveness), while 2D greatly impairs the power (more than 1/2 effectiveness).

I don't need such tiers, but I could live with them and don't think they'd be too fiddly. (The existing rule that you can only have up to 2D in Complications prevents us from getting too fiddly with this anyway.)

All the best,

Dragonfly
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Re: Supers! Rules Clarifications


Here's what Simon said in the Revised Aptitudes thread on spot checks;

quote:

Simon wrote:

When I am in work, I recognize people I work with easily. When I am out of work I will often walk right past them. Not necessarily because I'm unobservant, but because they are not "in context".

So, no different to what I said in the previous post. A Streetwise guy is more likely to spot something out of place or "wrong" about a situation down a dark sidestreet than anyone else. Likewise, in a library, an Acadmic would be likely to see someone who doesn't really belong in a library, or spot that they aren't really interested in the books or whatever. This goes for virtually all situations.



Seems to work for me.

P.S. Walt I edited your broken quote format in the above post, it was driving me insane! emoticon

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Re: Supers! Rules Clarifications


Hey folks!

I was writing this in response to Simon's comment about Perception checks in the other thread, but I'll post it here since that conversation is now closed.

For my part, I've always run Perception checks the way that Simon suggests. I ran a big Hulk vs. the Avengers fight two summers ago.

At one point, Hawkeye was in the unenviable position of facing the green goliath on his own, so he dropped a smoke arrow into the area to provide some cover. I rolled his dice in Elemental Control (Darkness, Complication: Only to Obscure) and made the result the difficulty that Hulk had to beat to find the wise-cracking archer through the cloud. At that point, I allowed Hulk to roll Fighting to find Hawkeye, figuring that his cunning and experience in combat might help him in this situation. It didn't work, so had one round to get away before Hulk dispersed the smoke with his Super Strength.

Also, if you create an Awareness Aptitude (which would be 1D for 1D) you'd have to think about how that balances against Super Senses (which are 2D for 1D). That could get tricky.

Cheers!

Dragonfly
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Re: Supers! Rules Clarifications


I agree with what you say Dragonfly, in principle. I will have to playtest it and see what's what, to be honest.

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Re: Supers! Rules Clarifications


OH! Were are the stats for these Marvel Characters and how do I get my mits on em?!?

Regards,
WalT

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Re: Supers! Rules Clarifications


DF has a collection of them here:
Avengers Write ups
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Re: Supers! Rules Clarifications


He also did some good writeups on the Fantastic Four, though he needs to revise the Thing when he has time (as mentioned in that thread)
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Re: Supers! Rules Clarifications


Say, how do you guys handle the cost of Life Support?

For example, Life Support for an amphibian means that they can breath underwater and are resistant to cold and pressure. This should cost at least 3d, right?

However, Life Support - Vacuum of Space, also implies that the character is virtually immune to cold, any form of suffocation, and probably radiation too.

It seems like Space-faring Life Support should cost even more.

I was thinking about making a list of immunity-effects that would all be worth 1d each and compiling them under Life Support.

But Vulnerabilities and Weaknesses are addressed as Disadvantages... Hmmmm... Perhaps Life Support and immunity effects should be an Advantage instead of a Power?

Oops! Now I'm wandering into Revised territory.

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Re: Supers! Rules Clarifications


Had this conversation recently, here's the two major posts regarding it. Simon added that this was how he meant it to work later in the thread.

Post 1 (Dragonfly):

quote:

Hey folks!
 
What's your take on the die code for the power Life Support?
 
I'm sort of torn.

One approach is to have each die in the power be a different inhospitable environment.

Example: Starlord can fly in space, so he has Life Support 4D (Conditions/Environments: Cold, Radiation, Suffocation, Vacuum).
 
Another approach is to have the power apply to all inhospitable environments (although this can be modified with Complications), and then use the die code to Judge things like time, intensity of exposure, etc.
 
Example: Starlord has 4D in Life Support. This allows him to survive in any inhospitable environment, including, but not limited to, outer space. Starlord sees a spaceship being pulled into Earth's sun, and dives in to pull it to safety. The Judge rules that Starlord must make a successful Life Support check to avoid taking damage, because the sun represents a particularly extreme inhospitable environment - something out of the ordinary, even for Starlord.
 
Simon: How did you intend for it to run?
 
Everyone else: How would you run it?


 
Response (Dustland):

quote:

Wow, great options. I think the second for one major reason...
 
When someone with Life Support gets attacked by an appropriate power (say a blast of cold), I would let the character use Life Support to defend against the attack because it is an extreme condition (I'm assuming a cold attack is much colder than say the temp. at the North Pole which wouldn't require a roll for even someone with 1d Life Support). If you took the first route, the character could interpret it as "immune to.." since they had to pick one and would take umbrage to having to roll against it.
 
You also get into really goofy arguments if you go the first route; suddenly you have to think of all the types of conditions I need to buy in order to survive a particular environment (what do I need for high altitude flight? deep sea diving? space flight near the sun where gravity becomes an issue? etc....)
 
If the character wants to impose a limitation on the Life Support, so be it, otherwise I'd say it protects against all normal conditions 100% and requires dice rolls against extreme conditions and situations (attacks, getting too close to the sun, diving into a volcano, etc)
 
Hope that helps!



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