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#11 | |
Join Date: Oct 2008
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-Super-Strength(Supers 25) for high ST type things. -Damage Reduction(Supers 122/Powers 53) instead of super high DR. -Embrace the D-scale and C-Scale damages,limits and effects(Supers 19). (M-scale tends to get silly) -Extreme Scores rules on B349. -Wildcard skills. Most Supers in most games can do too wide things to be captured by the normal skill system. Think about and codify: -How powers interface/interfere with powers that have a different power modifier in your world, or just go with all having "Superpower" as power modifier. -What are the mind control and similar power limits, people usually hate a "save once and be mindcontrolled forever" type things. -What is the resource that the characters are to run out of and how fast? And how fast do they regenerate? It can be as simple as FP or it can be the Impulse points from their wildcard skill or just character points for buying success. -The limits from I-Scale/D-scale/C-Scale. -How much points can characters use for different things? Those are some things I have found I needed in a 3000+ point campaign, |
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#12 |
Join Date: Dec 2008
Location: Behind You
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For DR pricing I follow an House Rule that Christopher Rice came up with.
To make the math simple, you take the max DR of the campaign and you divide it by 15. That is the DR you gain every 5 points instead of 1. Therefore DR would be the same price in a game like Dungeon Fantasy, but if you're in an Ultratech Game where things do 75 damage regularly, you don't need to try and buy DR 75 to match a power armor someone can buy off a store shelf much easier. This follows the same reasoning as why ST might be cheaper in higher TL from GURPS Power-Ups 9 - Alternate Attributes. There is precedence in GURPS to change the point value of what is ST and what is DR, maybe even HP itself.
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RPG Jutsu.com - Ninjas Play GURPS |
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#13 |
Join Date: Nov 2011
Location: South Dakota, USA
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Something that could be applied on its own, or alongside many other suggestions in this thread... but that is hard for me to word succintly. XP
Make sure everyone understands the kind of superhero setting you're aiming for, so that they know what to emulate and where to think outside the box. This applies to relationships (personal or organizational), equipment, and even how one uses their powers. For example, how creative can the Brick get with applications of super strength? I don't mean "Well, I'm so strong my lungs can compress the air until it becomes a liquid!" but "I'm so strong I can open locked doors by pushing my finger through the locking mechanism." or "So they're attacking at range? So will I, since there's plenty of concrete here for me to rip and toss!"
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#14 | |
Join Date: Jun 2006
Location: On the road again...
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And don't underestimate throwing the street lamp/telephone pole. ;)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#15 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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The 900 cp game we did benefited from a cap on damage. Design whatever attacks you want, but no more than 10d damage. The GM reviewed all attacks to balance rate of fire, armor piercing, etc. "Save or die" attacks were discouraged.
This allowed our character creation to focus on other non-combat superpowers which defined our characters, instead of trying to create combat gladiators.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#16 |
Join Date: May 2005
Location: Lynn, MA
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When I really looked at the cost of ST in comparison to Innate attack I decided ST was better priced at 5 points where innate attack was common enough (and probably just in general).
I agree that you should use Cosmic generously to iron out the overbearing fatigue and rounding limitations embedded in super effort. I highly recommend Multiplicative modifiers to get the most fair results when dealing with these large modifier numbers. Ultra-power is a beautiful thing. Pairing Impulse Buys Destiny with abilities with Costs CP for a regular flow of impressive feats can be fun. |
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