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*TTRPGs General
Any Supers Game that feels Super?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9376518" data-attributes="member: 7044704"><p>Worth noting that if you really, truly can't find a way to include a power or quality you get a default d4 in that part of the pool. It's rare since the GM is encouraged to be open-minded about player arguments for why a given p/q fits, but when it happens you've still got a die to work with. Since you often read your Mid or Max die for effect having one small die doesn't hurt as bad is it might sound, and you can still apply bonuses to a default d4. It's hard to wind up in a really hopeless situation.</p><p></p><p>I also really like that you don't need the Close Combat quality to punch someone, but you might still want to take it not only so that you can always apply it pools involving melee (where that speedster in the example might have some trouble justifying Finesse if he was currently in full shackles), but maybe also work it into a pool to, say, sizing up a foe's fighting style to Hinder them or Boost yourself, or even an ally. "Watch out for his left hook, Sidekick Boy!" is an entirely legit way to Boost with (say) Intuition + Close Combat + Status.</p><p></p><p>Yeah, weird how the less strictly simulationist you get the easier it is to adapt your power scaling, isn't it? The narrative approach has some real advantages with the supers genre.</p><p></p><p>The "mortality optional" aspect of the game is also pretty important for the comic feel. The stakes aren't life-or-death for you unless you (not just the GM or the mechanics) think it's dramatically appropriate for them to be, and you recover health so easily in montage scenes that going Out in an action scene doesn't cripple your gameplay for the rest of the session or cause a massive drain on the rest of the party. It's often kind of hard to get players to buy into that at first if they've come from more traditional RPGs, but the engine expects you to take damage and even rewards you for getting beaten up faster than the scene tracker changes GYRO zones. Even TPKOs rarely result in anything worse than waking up in a villainous deathtrap or being auctioned off to aliens or something.</p><p></p><p>They didn't give everyone an "Out" ability for nothing, although I'll concede that aspect of the game could be a little more varied. The card game gives everyone three options IIRC, not just one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9376518, member: 7044704"] Worth noting that if you really, truly can't find a way to include a power or quality you get a default d4 in that part of the pool. It's rare since the GM is encouraged to be open-minded about player arguments for why a given p/q fits, but when it happens you've still got a die to work with. Since you often read your Mid or Max die for effect having one small die doesn't hurt as bad is it might sound, and you can still apply bonuses to a default d4. It's hard to wind up in a really hopeless situation. I also really like that you don't need the Close Combat quality to punch someone, but you might still want to take it not only so that you can always apply it pools involving melee (where that speedster in the example might have some trouble justifying Finesse if he was currently in full shackles), but maybe also work it into a pool to, say, sizing up a foe's fighting style to Hinder them or Boost yourself, or even an ally. "Watch out for his left hook, Sidekick Boy!" is an entirely legit way to Boost with (say) Intuition + Close Combat + Status. Yeah, weird how the less strictly simulationist you get the easier it is to adapt your power scaling, isn't it? The narrative approach has some real advantages with the supers genre. The "mortality optional" aspect of the game is also pretty important for the comic feel. The stakes aren't life-or-death for you unless you (not just the GM or the mechanics) think it's dramatically appropriate for them to be, and you recover health so easily in montage scenes that going Out in an action scene doesn't cripple your gameplay for the rest of the session or cause a massive drain on the rest of the party. It's often kind of hard to get players to buy into that at first if they've come from more traditional RPGs, but the engine expects you to take damage and even rewards you for getting beaten up faster than the scene tracker changes GYRO zones. Even TPKOs rarely result in anything worse than waking up in a villainous deathtrap or being auctioned off to aliens or something. They didn't give everyone an "Out" ability for nothing, although I'll concede that aspect of the game could be a little more varied. The card game gives everyone three options IIRC, not just one. :) [/QUOTE]
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