could you do 'DBZ' with FCtF?!

I seriously recommend the Dragon Ball Z rpg from Talsorian games.....its not d20 but it is about the best representation of DBZ power you can find...and it is really easy to play (the character sheet can fit on half an index card!!)
 

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excellent ideas all around so far!

personally I feel that DBZ has several things in common with D&D/d20 that 4CtF will probably do well to bring out.

They seem to have a kind of Armor Class (as most attacks either hit or don't really) and a Hit Point system (as the characters get ground down through serious pummeling) at work, the characters get sort ofdropped to their last few points, sometimes in that "0 to -10 hp" area and collapse and can take a sensu(sic?) bean and be fully restored (like Heal).
They make reference to what someone's Fighting Power is the same way DnD players would refer to Levels and Hit Dice.
Also they gain experience through their fights and get more powerful. They can use the DragonBalls to do various Wish type things, most notably to Raise the Dead.

So for recreating a DBZ type/style of character for me I would use 4CtF

Now if I wanted to run a SuperHero game and make a character similar to Goku (which I would do if I ever play asuper hero game) I would think about DNW and have a Super Heroic good time using powers reflecting what the Z fighters do if not their raw level of power. (Each next bad guy can blow up the planet and they throw around massive explosions of cataclysmic destruction but nobody has Yet blown the Earth up, although Namec (sp?) didn't do too well with Freiza vs. Goku..hehe)
So you could have mega powered guys trashing each other and eveything in sight and just generally laying the smack down!
Hehe you could play "DNW@DBZ" heh heh

And of course if you actually wanted to do DBZ in game (with "Fighting Power 1 million?!" :eek:and blowing up the moon) then I would hope that the DBZ game itself would be really good for that.
Personaly I am not curently interested in Epic level so Cosmic level is way past what I want.

I have to say-
It's good too know there are several different sources to do such similar (yet each one still being different) kinds of things! That is the nice thing aobout having many takes on the system and gaming in general! So yes it really does depend on what you are going for.

To me DBZ just seems to be well aimed towards DnD gamers..

Hmm..so Deeds Not Words is d20 right?
Could you add 4-Color to Fantasy to that siytem then!? hehe..
 

paulewaug said:
Hmm..so Deeds Not Words is d20 right?
Could you add 4-Color to Fantasy to that siytem then!? hehe..

I don't know if that would work that well, actually. They scale slightly differently, so unless someone sat down and made up a full conversion document between the two systems, then an attempt to combine them wouldn't accomplish much. It'd be like running a game where half the characters use GURPS rules, and half use D&D. Both systems work, but it'd just be kinda confusing to try to use both.

To use a car analogy, FCTF gives your existing D20 game a new set of super-powered hubcaps, but your car stays pretty much the same. You keep the same gas mileage, though, and don't have to get a new owner's manual.

DNW gives you a new car that is similar to the original car, but it has six wheels, bigger tires, and a huge engine. You can still drive it, and at lot of times the extra power can come in handy, but it might be harder to let your friend borrow it for a spin.

For Vigilance, hmm. Since I'm a competitor in the field of superhero games, my opinion is automatically biased, but I do want to give my honest opinion without coming across as petty or vindictive. Judging from just the core pdf (I don't have any of the expansions), I would say that Vigilance is not completely realized as a game into itself.

There aren't enough classes or super powers presented, and even though the superheroic genre is full of archetypes, the book doesn't cover all of them. There are a lot of assumptions as to how characters will use their powers, such as that energy blasters are primarily sniper-type folks, and that all of their abilities are devoted to using ranged attacks in combat. Having archetypes is useful, but in this case, those archetypes aren't flexible enough to match even the level you'd see in a normal D&D game. There's little advice on designing characters, running games of this type, or even the small but important things like how to fight and maneuver at super speed.

My closest approximation would be to compare Vigilance, at least as presented in the pdf, to 1st edition D&D. There's a lot of potential, and it's probably fun to play, but it's fairly unpolished. Perhaps the print version, which will be released by Mystic Eye Games later this year (I think, possibly early next year) will be better, but I'd give the basic pdf of Vigilance a score of 2 out of 5.

Now, bear in mind, I've been told that I tend to put my foot in my mouth a lot, since apparently I don't understand tact or something, but this is just my honest opinion. If nothing else, I consider this better than if I just said, "Buy my book, because." At least now I can try to give possible consumers some more insight into why I think that, not only is FCTF a good book, but that it's the best book.

I do commend the Vigilance folks for being one of the first to get a supers book out, and I hope that the print version will present a fuller game. I did not intend to offend anyone, simply present my opinion.

I still have to review Deeds Not Words, but that will take a little while, since the book's so dang big. Look for it either today or this weekend.
 


Also remember if you play a DBZ RPG game that before every fight you have to talk and boast to your enemy for like 5 sessions before the actual fight. And then when you do fight to not use your *real* power until you start to lose then use your *real* power although its really not your *real* power to start winning which at that point you talk for another 3 sessions where your enemy uses his *real* power then you fight again and discover your *really real* power etc etc etc until you both decide this is to dumb and go do something else
 

In DBZ, the characters are incredibly powerful relative to the environment. If you just define the environment to be pathetic, you're halfway to the proper effect. An entire cliff face or bluff could have 20 HP, because everything can blow it up or smash it, or cut it into pieces.

I know that you can build characters with similar abilities in HERO. The scale is wrong, but as I (and other people above) have said, you can make that a completely separate concern to achieve the ease with which the characters mess up the landscape. With the 350 starting points reccomended in 5th ed, I built a with energy blasts that can be area attacks, rapid fire, or armor piercing, and can have 50 STR with rapid fire. He can fly and has martial arts. It's not quite there, but it's pretty close.

Using 2e psionics could kind of work too. You can have flight, immunity to most attacks until your out of power, and an attack that you can charge up to do more damage. Accelerate can give the super speed. By using some things in an incredibly munchkin way, you can multiply your normal powers for super attacks.
 

The power scaling in DBZ actually SLOWS down after reaching a certain point. This is a creative barrier, because after claiming to be able to blow up moons and planets, there's really not that much more to boast about.

For instance, in the first tourney, Roshi blows up the moon, from pretty far away. His fighting power was something like 150 or so, DBZ rating.

When Goku and Vegeta first battle, Vegeta claims to be able to blow up the Earth. Their fighting power was around 15,000 to 20,000.

Later, Frieza threatens to blow up Namek. He powers up to his final form, with several million in fighting power, and...doesn't blow up Namek. Of course, he did blow up Planet Vegeta before, so he's actually done it.

Cell makes a few threats to blow up Earth, explodes and blows up the tiny planet of Kaiou-sama.

In each of the instances cited above, the characters are considerably more powerful in the following instance--that is, Roshi was a lot weaker than Vegeta in his first battle, who was a lot weaker than Frieza's final form, which is a lot weaker than Cell's final form. However, the amount of destructive force each one has is about equal.

This implies that, while the power levels start out quite high early on, they don't escalate that much, even though the differences are quite noticeable in terms of fighting ability. In other words, destructive ability increases minimally, but overall fighting ability increases drastically.

Of course, the limitation might be due to a ceiling effect. Once Vegeta threatens to blow up the planet, it's hard to top that, even if you could.

Oh, and yes, every hero and villain must claim to only use 1% of his true fighting power. I guess they all have 500 ranks in Bluff.
 
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Upon giving this matter further thought, I realized that d20 system is PERFECT for DBZ.

Why? Well, whenever a character powers up and achieves a higher level than his peers, they can't even lay a hand on him, or if he lets himself get hit, he doesn't take any damage.

This is d20 through and through. Once the target DC (or AC) is 20 or more points above your skill rank or BAB, it is pretty much unreachable.

This so easily reflects the power differences between levels, for instance, of Cell+17 compared to SSJ Vegeta, or that of Perfect Cell compared to SSJ Vegeta; Cell+17 couldn't even hit or barely hurt SSJ Vegeta, so his BAB is about 20 lower than Vegeta's AC, while SSJ Vegeta couldn't hurt Perfect Cell, so his BAB was 20 lower than Perfect Cell's AC.

For the very reason that d20 breaks down at higher levels, it works perfectly to reflect the universe of DBZ.
 

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