D20 Marvel

OK, on the energy points problem... first of all are sure you used all of the rules correctly? I've been working with the game for a long time and still find I'm forgetting things. A character starts with 12ep plus his Con and Wis bonuses. If the character is a mutant, he gets 4 bonus points. Further more, characters gain one ep per experience level. In the games we've played so far, running out of energy hasn't been a problem.

An average low-level character has around 18-20 energy points. Most powers available to a low level character only use 1ep. Many of these powers use only 1ep per duration (example... a third level hero with a Standard force field power pays 1ep per 15 rounds of utilizing the power as a defense). Special attacks that affect multiple targets might cost 2ep. Some of the more powerful abilities use more points, but since a character gains 1ep per level, this usually balances out.

As, Doom pointed out earlier, there are also feats that aid your ep expenditure and a feature that lets you push your power at the cost of taking subdual damage.

Something else to mention... if energy is your main gripe with the system as you stated in an earlier post (Horacio), simply increase the base ep's or allow an increase of 2ep's per level. Paragon, like most RPG's is meant to be a tool for creating the type of game you want to run, not a text book of the only way to do it.

As to having powers tied to levels, it's very easy in Paragon to create a character that is strong in one power and weak in another. To start with, each power has three ranks (Standard, Improved, and Ultra). Although level still influences the strength of the power (damage, saves, etc), the capabilities of the power are tied to the rank (a Standard Energy Blast does d4's, an Improved Energy Blast does d6's, and an Ultra Energy Blast does d8's for example). Second, when modeling high level characters, you can add limitations to some powers to better define their capabilities.

BTW, I'm waiting for Mutants & Masterminds too, but if the playtests of Paragon continue to go as well as they have, I don't know if I'll make the switch. The great thing about d20 is you can incorporate feats, skills, classes, etc from different games and turn the game you run at home into exactly what you want it to be.

Anyway, thanks for taking a look at Paragon and don't hesitate to post questions, gripes, etc.
 

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victordoom and quindia

It looks pretty darn good after a very brief read. I am going to try and get another Supers fan over and look them over more carefully...make some characters...play test some combat...etc.

I'm a big comic fan and have played just about ever Supers game that has been out. I really like some of the mechanics that you have incorporated with the powers.

Do you have a list of pre-generated comic book heros yet? Something that might have a description of Batman or The Hulk? To allow comparison to the game from teh comics?

I hope to comment in more detail by sometime next week. :D
 
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I have the Fantastic Four made up somewhere - I'll post them if I can find them - The game was really designed for our sourcebook... Vancouver:2020 (you can get the primer the same place you got the rules and might have a chance to participate in it if you hurry - it's been mentioned before in this thread) or a world of your own design. Look earlier in this discussion and you'll see my conversion notes for Marvel Saga... you'll have to fiddle with some of the numbers, but it gives you a rough base to start with.

I'm glad you like what you've seen so far... give the rules a try and let us know how it goes!
 

Save mods?

I've been looking over your system, and I must say it looks much like something I had been trying to get working for my own group.

Very nice by the way...I like it!

I do have a question that jumps right out at me...why exactly do the classess have such odd save progressions? I'm sure there's a rational behind the decision and I'd love to hear it.


I'm sure I'll have some more when I dig a little deeper into the system. Also, did I see an allusion to a game being run online using these rules already? Or is that additions to your setting?
 

Hmmm... can you be a little more specific about the problem with the save progression? I suspect any unusual jumps were set along the lines of existing classes in D&D and work to bring balance to the classes. There has been a lot of thought put into these rules and most of what's in the final version is the result of playtesting.

BTW, I'm not the author of the rules. I am the illustrator and have made small contributions in working out problems and just believe that this is the best d20 supers game I've seen yet. The author is Jon Mattson and can be reached from this site - you can also keep up to date on the project here:

http://cwylric.diaryland.com/

I don't think there are any online games being run at this point, but I could be wrong. The sourcebook for Paragon is called Vancouver:2020 and we are accepting character submissions for inclusion in the book. They must fit into the background presented in the sourcebook.
 

Hi, all!

Quindia said I should look in here sometime, so here I am. I'm "that Cwylric guy" who wrote the Paragon rules and is currently compiling Vancouver: 2020. I'll be popping in, now and then, and I'll try to answer any questions you might have.

One caught my eye, from Margaiaman, i.e.:
I do have a question that jumps right out at me...why exactly do the classess have such odd save progressions? I'm sure there's a rational behind the decision and I'd love to hear it.

To be honest, I'm not quite sure what you mean. The saves are pretty straightforward and "D&Dish" -- nothing special there. The only thing I can think is that maybe you meant that some of them do not follow the exact same pattern as a core D&D class (i.e. the old 2+one-half level rounded down for favored saves, and one-third level rounded down for others). If you look at the Warrior saves in Paragon, for example, they are not quite the same as Fighter saves (they focus a little less on Fort and a little more on Ref). They still have a pattern (similar to some of the classes in other books, like Oriental Adventures and Spycraft) but not one that shows up as a "default" pattern in the PHB.

Am I getting warm, here, about what you meant? If so, then the answer is pretty straightforward. Using either system, the end result is much the same: the saves all total up normally, etc. -- they're just spread out differently. Add up a few, at any given level, and you will see what I mean. Note, as well, that they *do* follow a pattern -- it just isn't one you may be used to. Rest assured that they are balanced. Most total up much the same as a for a typical D&D class, but some are a little better or a little worse, as was needed to balance the class. Of course, none of them are quite as good as those available to a Monk/Martial Artist.

Of course, I may be completely wrong about what you meant, but I'm at a loss as to what else it could be. Hope this helps...?

Anyway, another question I have noticed here, now and then, is whether there is some sort of standardized system for converting Marvel Super Heroes characters to Paragon and vice versa. The answer is: not yet, but it is on the way. I just started fiddling with it, yesterday, in fact. It was just going to be for my own use, but if other people want to see it, I'll post it at some point. I'm not sure when, as it is not at the top of my priority list, but some portion of it, at least, should be available soon.

In the meantime, if you need characters, check out Vancouver: 2020. Even at the half-way point, it already has 30 characters, and lots more are on the way. (Plug, plug.) ;)
 

Questions about the system

First question, has anyone else been able to play Paragons d20 yet,

second question, has anyone run in to any issues with the system, one thing i feel needs to be changed is the Armor class, when using armor, i feel should be a damage reduction. one thing that i have done, is use a armor class reduction system, much like the one used in the Old supers game cosmic enforcers, which i was very into, but it bombed, so i am not sure if anyone else has heard of it. but they used a d20 type system so it was simple to convert. basically u get your normal ac, but your character gets Bash Defense and blast defense, (physical/energy), which is based on characteristics, and then can be enhanced by powers, or armor. This has worked out pretty well, and i do have to say, Mutants and Masterminds and D20 Supers, is going to have to really sell me, because Paragon is a very very nice Super Hero system for D20.
 

Yes Quindia and myself had tested in one on one combat between to characters within a level of each other. While niether of the characters had armor so to speak one the characters had damage resistance that was tied into his Brawn power. I don't have my rule book in front of me but Quindia or myself will answer your question in more detail later. Be sure to check the boards later.
By the way week after next we start play testing the group and we will be sure to let everyone know how it goes.
 

quindia said:
The TSR licence expired and they chose not to renew it... that's one reason the Marvel Saga Team-up book was never released.

And why we never got any PDF's of the old Marvel stuff. I would have loved to have gotten a full set of the pre-SAGA MSH game.
 

The first answer is some armor provides both AC bonus and damage resistance against some kinds of attack.

The second answer to the armor question is the same as a lot to questions of this type... it's not in the Players' Handbook. Cwylric wants Paragon to only require one book. The Vitality/Wounds question has come up a lot too.

The third answer, maybe more important than the others, is that all of the powers that provide damage resistance become less useful... why use up a precious power slot if you can spend a few bucks for gear that does the same thing?

Finally, there's nothing to stop you from using DR for armor in your own games, but I don't think it will ever be incorporated into the "official" rules - this isn't the first time this has come up and Cwylric and I have discussed it before. There has been a lot of thought put into the rules and I would suggest you try a few games before changing too much...

I'm glad you like the game! Try a few games and let us know how it goes!
 

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