10-31-2023, 10:29 PM | #21 | |||||||
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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In fact, where I'm currently hung up is on the issue of how to adapt the rules to a group of characters who don't necessarily know each other. In effect, each of them would be the equivalent of a Feature brought in by the GM. I'm not sure what a player is supposed to roll for the Relationship die in that case. And it seems the character creation process would need to be modified. Quote:
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Bill Stoddard I don't think we're in Oz any more. |
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11-01-2023, 05:45 AM | #22 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: supers: nine options
A question that may help: should powers reliably outperform use of mundane skills with mundane equipment? The systems I'm familiar with from your candidates all have different answers to that.
In Mage: the Ascension, powers normally do this. In Champions, they usually do this in my experience, but it's possible to set up positions where they don't, if you're willing to spend a lot of points on skills. This also depends on if you're charging points for equipment, such as guns. In GURPS, skills are cheaper relative to powers, and it's easier for them to outmatch powers, given relevant equipment.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
11-01-2023, 08:24 AM | #23 | ||
Join Date: Sep 2007
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Re: supers: nine options
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I'm not sure if I want to use SW or GURPS should we choose to play that game. The group has a little SW experience, as well as GURPS, but it's beena while for both. GURPS has better detail for building abilities to capture all the nuances, but I'm not sure many in the group have that much expertise (or patience) with doing so. And after explaining how the SW die rolls work for Anthony, I've reminded myself that I'm not entirely a fan of all that dice mechanism clanking away in the basement. I wouldn't be any more concerned about the compatibility of the separate volume than I would be about using GURPS Supers along with Basic. It's an extension to support a genre. But there's no incompatibility or changes of basic rules that I noticed, just some extensions of the Strength scale. GURPS Supers also has a Super-Effort table to extend the scale of the core rules to achieve expected super-level feats. The editorial flub (two different uses of the term "Power Points" in SWD) is just that; had they picked a different word, I wouldn't have batted an eye. Reusing the same word is dangerous given WotC and Paizo encouraging the literalist mindset. I point out the distinction between SW: Adventure Edition (SWADE) and SW: Deluxe (SWD) because those are different editions of the rules. Pinnacle apparently just doesn't want to number editions like normal people. Each edition has its own supers book, so it seemed like a good thing to know before someone clicks on the wrong one while ordering on a website. PEG's website tags them; I didn't check to see how clear DriveThruRPG, etc., is in making that distinction. I don't know much about the differences in SWADE other than that they're fairly minor and there are free update PDFs on PEG's website -- but it's an edition change. I'd certainly be concerned about using the 3e GURPS Supers with 4e, or vice versa. The SWD SPC is compatible with the SWD Core, and presumably the SWADE SPC is compatible with SWADE. (Now that I think about it, I might as well grab those free SWADE update PDFs while I'm thinking about it, which should at least give me an idea of what they revised.) Quote:
That angle pushes me further toward GURPS or SW (which is to say away from Hero), as I was aiming for a mix of equipment and super abilities. (I was thinking that there lots of mundanes in WW II, along with the rapid tech development of that era being something to see in the game rather than bury. Meanwhile, the PCs are super-human so they can carry out their derring-do, but I didn't want four-color supes so powerful that they're directly turning the tide, taking tank main gun rounds to the chest, wiping out entire Panzer divisions while swooping overhead, capsizing battleships with a punch, or just flying to Berlin to kill Hitler. Super-agents, but not the Justice League righting wrongs. So those elite mundanes with their mere normal TL6 equipment need to pose some sort of threat; allied normals should still be useful on missions, not just dependent targets that have to be protected; and everybody gets sprinkled with a bit of super-spice all around, without necessitating imposition of an entire Red Skull / HYDRA organization to make sure the Avengers have something that can pose a challenge. The supes could make some difference on a battlefield, but that's not the most effective leverage you could get out their advantage. So in GURPS terms, maybe around 400 points (Monster Hunters), given elite normals at around 250 (SEALs, Otto Skorzeny in the 3e WW II book). But I haven't gotten to the point of building characters to see what I can break at that point. Most likely do it with the "build a competent action adventurer with 150 points, then add 250" sort of bucketing.) |
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11-01-2023, 09:07 AM | #24 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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If I were to use Smallville, I think that the war experience would be the Life-Changing Event stage of character generation. The issue about equipment in Champions is very definitely relevant. I'm not sure how good Champions is at balancing energy blasters who pay points for their attack with marksmen who don't pay points for their rifles and grenade launchers. But it just feels too weird to me to have every uniformed cop cost a lot of points for his gear. I think that streetlevel characters are about at the right power level for this: advantaged enough to be tactical assets, perhaps, especially if you have a squad or two of them, but not to be strategic assets.
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Bill Stoddard I don't think we're in Oz any more. |
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11-01-2023, 11:08 AM | #25 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
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Still, if you're opposed to paying points for gear, Hero is probably better at it than GURPS, mostly because it's a lot cheaper to match the capabilities of gear. |
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11-01-2023, 11:16 AM | #26 | |
Join Date: Aug 2007
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Re: supers: nine options
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Fred Brackin |
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11-01-2023, 12:11 PM | #27 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
Huh. That seems difficult: On one hand I really don't feel that there should be a point cost for an automatic pistol, a cell phone, or a bulletproof vest, but on the other I feel that Hawkman should pay points for his wings and Spider-man for his web shooters.
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Bill Stoddard I don't think we're in Oz any more. |
11-01-2023, 12:19 PM | #28 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
Mostly what happens if you don't charge points for gear is that people don't build 'energy blaster' type characters unless they don't actually care about point efficiency. Which is pretty much the same as GURPS.
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11-01-2023, 12:28 PM | #29 | |
Join Date: Aug 2007
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Re: supers: nine options
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It's a problem that's worse in Gurps as some mundane gear like anti-tank rockets would cost a huge amount of cp. Even rifles can outshine some offensive Powers.
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Fred Brackin |
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11-01-2023, 01:36 PM | #30 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: supers: nine options
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That campaign has powers (all of them magical) becoming known to the wider world during the course of the war. I don't know if Bill's setting was similar in that respect, or if powers were already known before the war.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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