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    Superhero Power: Electrical Control

    Yes. ... Almost. Flynn is comic relief, especially his deaths.
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    Int instead of Wis for ranger spells?

    Ask your DM. The Dungeon Master has the power to change any and every rule he chooses to. This includes modifying the player classes in general or in a specific instance. Ask your DM.
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    Superhero Power: Electrical Control

    Oh please. Who hasn't killed Jean Grey? I'm pretty sure Charlie Brown did it in his X-Men crossover. ;-) Killing Jean is like beating up Wolverine, or killing Flynn the Bard from the Gamers 2: Dorkness Rising; it shows you are to be taken seriously but it doesn't mean you're a major threat.
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    Dragon Age Playtest

    The base mechanic is to roll 3d6 (2d6 plus one Dragon Die) and add the relevant Attribute (plus miscellaneous bonuses) against a TN set by the GM (between 7 and 21; average ~13). If you roll doubles on any two of the dice, the value of the Dragon Die is a number of "Stunt Points" that can be...
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    Making superhero gear make sense (mostly Marvel related)

    If we didn't make sense then we wouldn't try to advocate our position. ;-) That said, if you're already running a system then don't change it mid-campaign unless there are serious problems. Your system seems to balance out, with magic having more flexibility but more resistances to overcome...
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    Making superhero gear make sense (mostly Marvel related)

    And that's one other key to supers- campaigns. Almost every single adventure has to have a super-powered battle. You can get away without such a fight about 3 out of 100 adventures; the other 97% of the time there has to be a super-something to punch out or it stops feeling like a...
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    easy supers game

    DC Adventures is really solid, system-wise, and has a number of big names already statted up. And I find it to be fun, flexible, and creative (though I'm far from a child these days). Icons is fairly light, though I've got zero play experience with it. BASH is pretty easy entry, though it's...
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    Making superhero gear make sense (mostly Marvel related)

    Cool! You know your group better than us, so I'll trust your judgement. And if they don't see the numbers then the numbers don't exist (for them). Sounds like you know what they're getting into. Try to make sure they have fun. (And Glass Cannon lady is one of the few characters that might...
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    Making superhero gear make sense (mostly Marvel related)

    You, sir, have never tried to snap twisted silk. Ladies stockings, twisted into a cord, are amazingly strong.
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    Making superhero gear make sense (mostly Marvel related)

    This is where your system will make or break with the genre. Being tough is a requirement of every super. If you can't survive multiple gunshots then you're not a super. Why? Because in this genre, guns are for dropping chumps, not heroes. Either guns need to be Normal, or heroes need to be...
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    Making superhero gear make sense (mostly Marvel related)

    It's pretty central to the topic. The rules dictate the game-world reality, and that dictates what players are going to do. "I got shot! It's bad!" leads to the lesson of "wear Dragonscale and other high-end modern body armors". In a super-heroes game that's a sign that either guns are too...
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    Making superhero gear make sense (mostly Marvel related)

    And rules appropriate. Which means that the rules do not reflect the genre. This is a flaw in the rules being used by most Star Wars RPGs, as well as many Supers RPGs.
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    House Rules - Your Opinion?

    You are most welcome. Best of luck.
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    Low-Magic Fantasy-Themed Game

    Iron Heroes. Savage Worlds (no Arcane Backgrounds). The Hell Frost setting is pretty awesome. Deadlands: Classic (just remove the guns and set it in Middle Earth). Best of luck.
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    Complete bastard of a character? help

    Why would the Fighter be upset? I'd high-five the rogue's player for killing that annoying monster, allowing us to tackle the next one. So would all my players. ... I suppose you could use that sneak attack against the Fighter, but that would get you creamed by the rest of the party...
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    Base Class Based on luck need opinions

    I'd use a flat re-roll ability. X per day the character can reroll any d20 roll, taking the better. Around level 4, this reroll is guaranteed to be between 11 and 20 (if the roll is 10 or less, add +10 to get the numerical total). Around level 6 he can force a reroll by anyone within 100'...
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    Night (A d20 Modern/Future Campaign Setting)

    Fire is an Energy type, not a physical damage. Damage Reduction doesn't apply to fire, or any other energy (acid, cold, electricity, sonic, positive / negative). Energy Resistance does apply to these things. Regeneration makes vampires invincible. No, literally, invincible. Creatures with...
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    House Rules - Your Opinion?

    ... Then just cut available spell slots in half (round up). Same effect, and it's so very simpler to implement and explain. (Oh, and it throws the spell re-balance of Trailblazer right out a window to land on it's face in a pile of dog droppings. TB assumes that certain spells are powerful...
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    House Rules - Your Opinion?

    #1 is double cost for mages. Fireball is Restricted alread (AP to recover all of them in a short rest), and they have to burn two slots to get their full level. Long live the charging, full power attacking barbarians, because they're obviously your only beloved class. ;) (Seriously, major...
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