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carldot34 Profile
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Re: Supers! Rules Clarifications


The Wloverine character worked very well. As the GM, I knew that the character effectively had super weaponry, armour and super senses but the player didn't need to know that; they just described on the character sheet what their character could do and allocated dice to it. They decided they didn't want to spend any dice on healing factor but their choice.

I don't know if you are familiar with Marvel Heroic Roleplay from Margaret Weis (I think they have lost the license now) but you described your character narratively and then applied a sort of ranking to the characters narrative abilities.

So if I was to create the Joker in this way, he would look something like:
Nasty toys 4D (works like super weaponry with device complication)
Scariest Man Alive 4D (mind control to implant thoughts of fear and to intimidate people into doing what he wants)
Too Insane For Pain 4D (descriptively, he takes a licking and keeps on ticking, game wise it probably should work like armour with a level of toughened defense?)

So the player just describes their ability and assigns a dice pool, staying within the 12D on powers and max of 5D.

Building a character RAW gets players (mine, at least) into thinking about how to get the best out of their allocation of dice: "I take super brain to go with my super science because that increases my gadget pool". Building a character narratively avoids that but needs a little more supportive input from the GM.
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Harrigan Profile
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Re: Supers! Rules Clarifications


Quick and possibly easy one. If these are covered in the core rules, I'm just not seeing them. But it wouldn't be the first time...

Two questions about ties: how are they handled when Rolling Reaction scores, and how about when rolling Opposed and Unopposed tests?

For example, do you reroll, declare the defender the winner, the higher D level the winner...?
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Re: Supers! Rules Clarifications


Well for Unopposed check you have to read between the lines. On p 43 it says "Aptitudes can only really be used for mundane tasks and therefore
they have difficulties no higher than Improbable (18).
" Since 18 is the highest you can roll with 3D6, the implication is that a roll equalling the target number is a success.

In the Revision, I believe there is a uniform "must beat the number" rule in place, so that may be a little change.

For opposed rolls, it says higher roll wins...to me that implies a tie has no effect.

As to Reaction checks, I would probably just have the tied characters reroll to see who goes that fraction of a second faster since allowing two characters to act at the same time is problematic.

Hope that helps.
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Re: Supers! Rules Clarifications


Cool, thanks for helping to clarify.
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Re: Supers! Rules Clarifications


I pulled a wealth of ideas from this thread, though I'd like to see an Awareness/Perception Aptitude added to the Supers! list.

My other thought concerns actions pers round. The Supers! idea of using each power only ONCE per turn really excited me. In effect you get the players to not just depend on one primary power, but push them to be creative in their attacks/defenses. The fact most characters only get ONE action per turn seems to work against that.

The simplest idea I have is to allow every character (with exceptions for those with Split-Attacks for example) TWO actions per round. One at full REACTION roll and again at half that.

For some perspective, we are coming from Superworld, where most characters had 3-4 actions per combat round. I think this change add appeal to Supers! for them.

Now, I understand that being outnumbered in Supers! gets that much worse with this change, but I would probably allow a tapering RESISTANCE roll if someone runs out of any other defense (so Fortitude 4D goes down to 3D with a second roll in the same round, etc.).

A bit ironic that by the time we get around to doing much with Supers! there should be the revised edtion and no doubt these and many other tweaks will have been addressed.

BTW, with the PDF version? The Compentency Pool information is on page 37, NOT on page 44 as it mentions.

Last edited by ORtrail, 7/2/2013, 6:47 pm
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Re: Supers! Rules Clarifications


I know it's been proposed to introduce an Awareness aptitude; it's one of the most frequently asked questions, and for me at least, the official answers have not been very satisfying. Guess we'll see if it makes it through playtesting and editing.

I haven't seen any changes to the once per round rule, though I wouldn't be suprised if a rule allowing you to burn a comp die to "reuse" a power makes it in the mix since using/expanding Comp Dice is one of the focuses of the revision.

If it helps, a list of questions was made from this forum, the old forum, and threads from various gaming sites. I'm confident that most if not all questions will get addressed. Of course there are always new questions just waiting to be asked (who knows if folks will like the "answers"). That's what the playtest will be for I suppose emoticon
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Re: Supers! Rules Clarifications


Oh and I was curious about your note on the page reference for competency pools. In fact, in my pdf, it is on page 44 so I wonder if there were different versions (earlier vs later) of the original Supers!?
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Re: Supers! Rules Clarifications


I just checked my Nook tablet, and the Supers! tablet version also has the Competency Pool info on page 37. I'll blame my PC monitor and resolution settings, I guess. Probably an updated PDF?

Not a big deal, though I did write in the "correct" page reference in the version of Supers! I printed out, which has the Competency Pool info on page 37.

I also added "Perception" to the Aptitudes list on the printed copy. Any better fitting Aptitude will be used INSTEAD, but if nothing else works, then roll Perception.

For example, Investigation for checking out a crime scene, Streewise to notice which house in the neighborhood is selling crack (and if you can't see one, it's probably your house) Vehicles to note the make and model of the car in that hit-and-run and Survival to note what animal could have caused those wounds or makes a noise like that.

I will also confess that I grabbed a PDF copy of Triumphant Super Heroic RPG yesterday. It is very similar to Supers! and also adds a Perception Aptitude. It makes Minions more powerful, which was my thought also, to give them a 1D3 roll in Supers! that goes up to 1D4 with two, 1D6 with three of them, and on up to 2D6 with six or more (with the idea that very seldom can more than six get in an effective attack on one super). This, again, goes back to the near street level Superworld campaign I ran where the heroes could be hit, and hurt, by a normal with a standard weapon. It was uncommon of course, but possible.

I prefer the rolling of a handful of six-sided dice in Supers! to the rolling of just one or two dice in Triumphant. While you can get more extreme rolls in Triumphant and the heroes can be taken down quicker as a result, I like the way Supers! does it better.

Of course, I've never meet an RPG I didn't house-rule to one degree or another. emoticon

Last edited by ORtrail, 7/4/2013, 2:42 am
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Re: Supers! Rules Clarifications


Thanks for the glowing endorsement ORtrail. I generated those low density pdfs because the wife and I are constantly reading on our phones and tablets and it just made sense.

Thanks for the vote of confidence in the game!

Regards
Walt

---
Fight the Good Fight


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Re: Supers! Rules Clarifications


I had the chance to run part of what turned out to be a solo adventure last weekend. Some quick thoughts on the experience:

-Regeneration should be much more costly. I would set it at 3D for the first level, 2D for each level after that. While the player got hit twice during combat, he never felt he was in danger as he quickly gained back the damage to his Fortitude/Reaction.

-Rolling a handful of dice is fun. The strength of Supers! in being so flexible in using Resistances/Aptitudes/Powers along with a quick description of how/why impressed the player.

-I've read so many options on certain Powers that I got confused at times on how it was supposed to work. First time running a new system, and changing it a bit along the way, so this was expected.

-The player really wanted to use the 'wild die' option, and he rolled 4-5 of them along the way compared to the 1 time I got a 'six' on the wild die. No way he does that well all the time, but it was crazy (fun for him).

I will detail the adventure more in that other thread for adventures, but I wanted to note my game system thoughts here.
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