Creating Spider Man, Part III: Powers
Posted 5th September 2008 at 02:26 PM by arscott
What would a superhero game be without superpowers? Not much--when it comes to superpowers, the more the merrier.
But how do you divide the numerous powers among the four roles? If each character could pick the same power regardless of role, then combat roles become meaningless and combat becomes less interesting and less about teamwork. On the other hand, it would be foolish to limit the fire powers to strikers, the ice powers to controllers, and so forth.
So here's the solution that Great Responsibility uses: characters can pick any power regardless of class. But just as being an inspiring warlord might make certain warlord powers more effective, Belonging to a certain role might make certain superpowers more effective.
For example, spider man can snare his opponents in a web. This isn't hugely different from Wonder Woman snaring her opponents with her magic lasso, but their very different fighting styles can highlight the difference between the two moves:
A controller using a snare would attempt to take out multiple opponents, as befits his role. A defender, on the other hand, uses the power to draw opponents closer into melee. Spider man, though, is a striker, so he tries to pack some extra wallop into his webs. Dex damage may not sound like much, but remember: it gives strikers like him an opportunity to make use of their added damage powers (in this case, sneak attack)
This is why dextrous blow is important. Because the powers are designed to be used by a wide variety of superheroes, many simply allow the character to make a basic melee attack rather than dictating specific attack and damage values. It's pretty important, therefore, to make sure that your basic attack is in good shape
As you can see, there's a little bit of Multiple Ability Dependency going on here, even with the basic attack thing. And this is both unavoidable and intentional. Unavoidable because it's and obvious result of picking powers from a unified list, and intentional because it's being accounted for by beefing characters up in other ways (the +2 to two stats chosen by the player makes the character much more effective from an ability score standpoint, and through such tweaks as improving the basic attacks for most characters). Still, you're unlikely to need high scores in all abilities, unless your power selection is very eclectic.
Well, that's it for Spidey (at least for now). I'd like to give a shoutout to my one and only fan, Mustrum Ridcully--Thanks for reminding me that at least one person cared about my crazy rpg ideas.
Tune in next time when I'll describe the Zeitgeist of my superhero setting, and why I chose the name Great Responsibility.
But how do you divide the numerous powers among the four roles? If each character could pick the same power regardless of role, then combat roles become meaningless and combat becomes less interesting and less about teamwork. On the other hand, it would be foolish to limit the fire powers to strikers, the ice powers to controllers, and so forth.
So here's the solution that Great Responsibility uses: characters can pick any power regardless of class. But just as being an inspiring warlord might make certain warlord powers more effective, Belonging to a certain role might make certain superpowers more effective.
For example, spider man can snare his opponents in a web. This isn't hugely different from Wonder Woman snaring her opponents with her magic lasso, but their very different fighting styles can highlight the difference between the two moves:
Quote:
Snare Superhero Attack 1
You ensnare your opponent with a thrown rope or net.
At-Will • Super
Standard Action Ranged 5
Target: One Creature
Attack: Dexterity vs. AC
Hit: Target is immobilized
Controller: Range becomes Area burst 1 within 5, and target becomes each creature in burst
Defender: You pull the target a number of squares equal to your strength modifier
Striker: You deal damage to the target equal to your dexterity modifier
You ensnare your opponent with a thrown rope or net.
At-Will • Super
Standard Action Ranged 5
Target: One Creature
Attack: Dexterity vs. AC
Hit: Target is immobilized
Controller: Range becomes Area burst 1 within 5, and target becomes each creature in burst
Defender: You pull the target a number of squares equal to your strength modifier
Striker: You deal damage to the target equal to your dexterity modifier
Quote:
Evasive Blow Superhero Attack 1
You hit your opponent quickly, leaving you time to retreat before he gains his bearings.
At-Will • Super
Standard Action Melee weapon
Target: One Creature
Attack: Make a basic melee attack against the target
Hit: In addition to dealing normal damage, you may shift one square
Leader: On a hit, an ally adjacent to both you and your target may also shift one square.
Striker: On a miss, you may still shift one square (though you do no damage)
You hit your opponent quickly, leaving you time to retreat before he gains his bearings.
At-Will • Super
Standard Action Melee weapon
Target: One Creature
Attack: Make a basic melee attack against the target
Hit: In addition to dealing normal damage, you may shift one square
Leader: On a hit, an ally adjacent to both you and your target may also shift one square.
Striker: On a miss, you may still shift one square (though you do no damage)
Quote:
Witty Banter Superhero Attack 1
Your Cunning Repartee enrages your opponent, causing him to abandon all semblance of tactics
Encounter • Super, Charm
Standard Action Ranged 5
Target: One Creature
Attack: Charisma vs. Will
Hit: Target cannot make attacks, except for basic attacks
Defender: Target takes a -2 penalty to attacks until the end of your next turn
Leader: Target is marked until the end of your next turn
Striker: Slide the target 2 squares
Your Cunning Repartee enrages your opponent, causing him to abandon all semblance of tactics
Encounter • Super, Charm
Standard Action Ranged 5
Target: One Creature
Attack: Charisma vs. Will
Hit: Target cannot make attacks, except for basic attacks
Defender: Target takes a -2 penalty to attacks until the end of your next turn
Leader: Target is marked until the end of your next turn
Striker: Slide the target 2 squares
Quote:
Exploit Weakness Superhero Attack 1
Your knowledge of your opponent allows you to hit him where it hurts the most
Daily • Super
Standard Action Melee Weapon
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 3 [W] damage
Leader: Allies gain a +2 power bonus to attack rolls against the target until the end of the encounter
Striker: The target grants you and allies combat advantage (Save Ends)
Your knowledge of your opponent allows you to hit him where it hurts the most
Daily • Super
Standard Action Melee Weapon
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 3 [W] damage
Leader: Allies gain a +2 power bonus to attack rolls against the target until the end of the encounter
Striker: The target grants you and allies combat advantage (Save Ends)
Tune in next time when I'll describe the Zeitgeist of my superhero setting, and why I chose the name Great Responsibility.
Total Comments 11
Comments
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Interesting, especially splitting the "special" effect into the 4 roles. That might be a good model for any system that tries to decouple powers from classes. And it's certainly better than a "one-size-fits-all" approach that tries to give each role a defining special ability that tries to modify all powers.
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But Damn. Now I'll end up in the Circvs Maximvs thread titled "fanboys on parade".
Posted 5th September 2008 at 02:51 PM by Mustrum_Ridcully
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This looks terrific. I have a soft spot for superhero systems (I own them ALL, going back to Superhero:2044). I'd love to take a look at what you've got.Posted 6th September 2008 at 12:30 PM by Hodag
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This is some very interesting stuff, arscott. I would definitely like to see more.Posted 6th September 2008 at 04:29 PM by beverson
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This is some awesome designing going on here! I love watching good game design happen!Posted 6th September 2008 at 05:47 PM by Angellis_ater
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It looks lik a very cool way of splitting similar powers over different roles in the party. One could envisage several team-mates having the same power but with fairly different applications on the battlefield. Might allow for themed groups "We're Team Ice" or "We're all from Krypton" and still allow individuals to shine. Nice.
My only quibble is that I believe there's already a Supers game called "With Great Responsibility" though I've never played it.
But yeah, I'd like to see more. Especially Brutes with enormous knockback powers to punch guys through buildings and the rules for how much it hurts to be hit with a car.
Posted 7th September 2008 at 09:17 AM by Danforthe
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I know there's an Indie RPG called "With Great Power". Are you sure that's not what you're thinking of?Posted 7th September 2008 at 03:08 PM by arscott
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I like this idea very much. I like a declassed system that can still put in roles like this. My only beef is the Witty Banter attack. Why does the Defender debuff and the Leader Mark? That seems like... the inverse of what I would expect. If I was a defender, I would much rather be able to mark than debuff... maybe that's just me.Posted 9th September 2008 at 09:11 PM by That One Guy
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Keep up the good work, I look forward to reading more crazy ideas like this again.Posted 11th September 2008 at 12:37 AM by Aust Blood
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I really like the work you've done so far! I too thought that 4th edition would work with a superhero theme. I'm really interested to see what the rest of your ideas look like. Keep it up!Posted 12th September 2008 at 12:09 AM by Ziggurattt
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This is great stuff! I can't wait to see more. Please keep it coming.
Posted 25th September 2008 at 08:16 PM by Knightgoblin
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I love it! I, too, saw the potential for superhero gaming using 4E, but was not willing to do the work. Seeing what you have done is really cool.Posted 26th September 2008 at 01:19 AM by Jack Colby
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