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Re: Supers! Rules Clarifications


That is a really cool idea. What ever became of the player with his "special place?"

Regards,
Walt

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4/1/2013, 2:52 am Link to this post Email kroh   PM kroh Yahoo Blog
 
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Re: Supers! Rules Clarifications


So it looks like this is the right place to bring rulesy type questions. Hope that's the case -- so if I'm highjacking inappropriately, apologies in advance.

I'm just getting into SUPERS, and have a bushel of questions...

1. Strikes me that the current list of powers is quite broad, but that there will be a need from time to time for a new power. Take Atlantazon magical scrying pool, a big bowl of water that lets the aquatic amazon phone home to the undersea Kingdom she’s from. Just call that Magic Scrying Pool 1D and be done with it?

And the way I understand it, the "1D" here really only comes into play if the communication device is challenges, jammed or blocked somehow. Yes?

2. One bit I really, really liked about M&M 2e was the ability to “interpose” – to take a hit intended for someone else. Very comic-booky. How can we do that with Supers?

Nevermind. Just re-looked in the rules and it’s right there (Delayed Action). Like with a *lot* of other things, the element I’m looking for is there – and it’s not an exception, it’s covered by the basics. I originally had similar questions on disarming, grappling, tripping, etc. Then I realized you should just name the effect you want and the power or aptitude you’re using – then the defender chooses defense as usual. 1 hit is success -- is there any need to measure degrees or margin of success?

3. Here’s one: How do Mooks fight one another? If there are cops on one side of the street and thugs on the other, how can they pick one another off?

4. An idea on figuring damage. I think I read something Simon wrote at one point saying he felt the damage table was a little less intuitive than the rest of the system – and I agree. I think one small tweak might help – if that magical multiplier is hit (x2, x3, x4), just have the hits equal the multiplier.

So:

Attack exceeds Defense ~ 1 hit
Attack exceeds defense by x2 ~ 2 hits
Attack exceeds defense by x3 ~ 3hits
And so on.

Just an idea.

5. Some things I haven’t come fully to grips with yet:
-Blinding attacks
-Stunning Attacks (preventing someone from acting / attacking in the next round)
-Transforming Attacks (poof you’re a pig)

Thoughts on these?

6. I have some ideas for sacrificing powers instead of resistances when taking hits. Or perhaps burning powers out temporarily by using them twice in one round, that sort of thing. Seems like it would be cool to model the comic trope of over-extending a power which then has to be rested.

7. One thing popped up during a short game I played with my son is that I’m not sure if the dice rating (20D, 30D, etc.) is all that accurate when it comes to comparing combat capabilities. That is, a Batman type with 40D and no single ability over 4d will have a hell of a time with a 20D brick who has poured 8D into Armor. The system can handle it if a little logic is applied, -and- I think it's okay for said brick to be more or less invulnerable to martial arts attacks, but I think there is an issue if someone is quickly comparing numbers and expecting 30D to match up with 30D without looking at how those dice are distributed. It really just takes a quick eyeball, but some kind of notation on the max D value might be cool. (E.g. 30D6)

All for now, thanks for reading.


5/14/2013, 3:34 am Link to this post Email Harrigan   PM Harrigan Blog
 
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Re: Supers! Rules Clarifications


Bushel's right! Okay, let me see if I can help here...

1) I'm all in favor of the 1d (or 2D with Device limitation) route. Like you said, it's probably not something you'd be rolling. Honestly if all it does is act as a magical webcam, I probably wouldn't ask my players to spend dice on it and just treat it as a mundane item with a little different flavor.

2) You've nailed the "interpose" rule. As to disarming, tripping, blocking an escape, etc, I require the attacker to win by 6 pts.

3) Mooks and Henchmen don't in this set of rules, something that's being addressed in the revision. I really don't know how much I'm supposed to talk about proposed rules changes, so maybe Kroh or Andrew could speak up emoticon

4) I was actually going to ask what you were talking about since this is exactly how I've played the game. I didn't realize that there was a chart that actually screws up the progression! Um, yah, that'll be something to look at changing!

5) Blinding or Stunning Attacks: Paralysis works well for these, but you have to get over the idea of 1 hit and you're always blind (or stunned). If you want to blind a person for a single round (throw sand in someone's eyes for instance), I'd say hit by 6+.

As to a Transform Other attack, once again, have to have the head honchos chime in to let us know what can be discussed. Suffice it to say there is a new power that does just this.

6) I think burning a Comp Die to get to reuse a power in a round would be appropriate, at least I'd allow it. There's also rules floating around for "pushing" one's self by taking Fort or Will damage (depending on the power)in exchange for a dice boost for a power for a round. We used it in one of our games and it was really a great way to pull off a superheroic feat (Magnetic controlling super lifted an entire harbor's worth of boats out of the water for a round!).

Not really sure how taking hits to powers would work.

7) If you're talking about dice caps in a game, there will be some suggestions in the Revision but I don't think it'll be part of the core rules.

Well, I hope that helps somewhat!
5/15/2013, 10:00 pm Link to this post Email Dustland   PM Dustland Blog
 
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Re: Supers! Rules Clarifications


Thanks for the reply, Dustland, very informative. Is there a release date on the revised version?
5/18/2013, 4:55 am Link to this post Email Harrigan   PM Harrigan Blog
 
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Re: Supers! Rules Clarifications


You're welcome Harrigan!

As to a release date, I'm taking a wild guess and saying this summer some time? I think Kroh mentioned starting to have official updates and sneak peeks, but I'm not sure where that stands.

So, Kroh old buddy old pal, you around? emoticon
5/18/2013, 8:08 pm Link to this post Email Dustland   PM Dustland Blog
 
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Re: Supers! Rules Clarifications


I was reading the rules on resistances and recovery when something struck me. Repeatedly, it talks about when a resistance is reduced to zero 'or less'. In all the times I have played, I have never seen a resistance brought to less than zero.

The recovery rules as written are you recover 1D of damage per ten minutes if you are at 0D or more.

In my house rules, I have modified this slightly to reflect that resistances are rarely brought to less than zero.

If none of your resistances are at zero, then you recover 1D every ten minutes.

If one of your resistances is at zero, it will take an hour to regain 1D, bringing you concious again.

If two of your resistances are at zero, it takes a full day to recover 1D. (For example Fort and WIll are at 0D, 24 hours later you heal 1D of Fort, leaving Will at 0D. One hour later, you can heal the remaining 1D of will, regaining consciousness.

If two of your resistances have been reduced to zero, you have been bruised. You are at -1D to all actions until fully recovered.

If three of your resistances are reduced to 0D, then you have been injured. It will take a full week to recover 1D. You are also at -2D penalty to all actions until fully healed.

If all four of your resistances are reduced to 0D, you have been killed.

Granted, this introduces the potential for death in a game (although the odds of it occuring are still slight.) Also, the injuries causing a modifier to abilities is an optional rule, if you rather have the heroes rebound quickly.

Just some food for thought.

 
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Re: Supers! Rules Clarifications


Hi folks,

Firing up a game over at RPOL, and one of the prospective players asked I question I couldn't answer... she has a highly-skilled normal type heroine, and is wondering if it's possible to get more than one specialization in an Aptitude. That is, is it possible to have the following:

Fighting 5D (Swords, Hand-to-Hand)

Thoughts?
5/26/2013, 11:01 pm Link to this post Email Harrigan   PM Harrigan Blog
 
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Re: Supers! Rules Clarifications


Firing up a game over at RPOL, and one of the prospective players asked I question I couldn't answer... she has a highly-skilled normal type heroine, and is wondering if it's possible to get more than one specialization in an Aptitude. That is, is it possible to have the following:
 
Fighting 5D (Swords, Hand-to-Hand)


Yeppers, but it would make things easier if you noted the Aptitude/Specialization dice a bit differently:

Fighting 3D (Swords 5D, Hand-to-Hand 5D)

I'm assuming of course that the intention of the player is to have 5D to roll for swords or hand-to-hand combat, 3D for all other aspects of Fighting.

The cost would be 3D(Base Fighting Value)+ 2D(Swords Spec) + 2D(Hand-to-Hand Spec)=7D

Hope that helps!
5/26/2013, 11:54 pm Link to this post Email Dustland   PM Dustland Blog
 
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Re: Supers! Rules Clarifications


quote:

Dustland wrote:

You're welcome Harrigan!

As to a release date, I'm taking a wild guess and saying this summer some time? I think Kroh mentioned starting to have official updates and sneak peeks, but I'm not sure where that stands.

So, Kroh old buddy old pal, you around? emoticon



Yep. Sorry I missed this. I was away on duty when this posted. I am planning to have some previews as well as some other goodies. Stay tuned!

Regards
Walt



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5/27/2013, 2:56 am Link to this post Email kroh   PM kroh Yahoo Blog
 
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Re: Supers! Rules Clarifications


Dustland -- cool, thanks for the clarification. Kroh -- looking forward to it!
5/27/2013, 1:41 pm Link to this post Email Harrigan   PM Harrigan Blog
 


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