(Deeds Not Words) Preview, X-Men

I'm gonna try to update WiKidOgre's Superhero Playground tonight with WiKid's Spiderman convertion, the energy weapon power, and original mystic character....as well as a few originals by Wallshot as well.....I am still working on 2 DnW netbook settings as well...which should be up failry soon....I have a few hours before wikid, wallshot, and myself get together for our monday night gaming sessions...so hopefully i can get them up...
 

log in or register to remove this ad


Hi all,

Ive been thinking of a buying a supers game for a while now and DNW sounds very good and close to what i am after.

Just a couple of quick questions to those who already have it.

Firstly, can you make a spellcaster type hero? Like Dr Strange from Marvel. I have always really liked Dr Strange.

Secondly, is there something akin to power stunts or the like? If i have a certain power and would like to try and use it in a slightly different way than is originally intented, can i do it?

How does combat play? Is it fast and streamlined? Or does it take hours to do a few rounds of it? Or middle of the road, very close to D&D?

Many thanks

Stryke
 
Last edited:

DnW's is a great game, you will really enjoy it, as for magic, yes, thier is a class called the mystic, i should have a sample posted on my site soon, they are very cool, and thier is even a bunch of new spells, for the modern mystic~~! as for power stunts, describe what you mean a little better, or maybe an example, i dont quite follow, or it is that i am dog tired from work. as for combat, it is more streamlined than DnD, all runs the same, and sometimes did any lag occur. all in all combat is pretty much the same all around though. good luck and happy gaming


peace
 

Firstly, can you make a spellcaster type hero? Like Dr Strange from Marvel. I have always really liked Dr Strange.

The Mystic class builds a very strong modified D&D style spellcaster, with fewer limitations and many more spells in each 24-hour period. DNW's spell list only goes up to 7th level, but a DNW Mystic of middle levels can, say, fling fifty magic missiles a day without stretching himself. Even 1st-level Mystics have staying power, and won't get relegated to firing a missile weapon after the fourth or fifth round of combat.

Secondly, is there something akin to power stunts or the like? If i have a certain power and would like to try and use it in a slightly different way than is originally intented, can i do it?

There are guidelines provided for "Power-Stretching," which is exactly what you're referring to... using a super-power in a clever fashion to accomplish something tangential to its direct application.

How does combat play? Is it fast and streamlined? Or does it take hours to do a few rounds of it? Or
middle of the road, very close to D&D?


There are no appreciable design differences in DNW combat... it is the same old fantasy d20 combat engine with plug-ins for some super-effects and stuff like firearms.

Cheers!

SL
 

Wow guys. Thanks for the quick replies :)

Wikidogre : as for power stunts, describe what you mean a little better, or maybe an example

Ok something along the lines of,

I am Spiderman and have webshooters. The standard power would be something along the lines off, web streams for swinging and entangling perps.

I see someone throw a grenade and being that i am being held against my will i want to try and create some sort of shield to protect myself from the blast.

Or, i am falling from a great height and want to do the Spiderman favourite, a glider of sorts, to stop myself becoming the sidewalk splat.

So as far as spellcasters, you are still somewhat limited to spells per day ? I would have thought that powers/spells were generally unlimited unless you chose some sort of flaw with the power/spell?


Do powers have the number per day as well? Or are they constant?

All in all though, it does seem very interesting.

Stryke
 
Last edited:

Characters in Deeds Not Words are given Power Points which they expend to power certain abilities (including spells.)

Some powers work without PP expenditure but normally the more powerful ones require some Power Point expenditure.

Over all, I would recommend DNW. I think its pretty good. Gets the Caliber Seal of Approval TM. :D
 

I have also been looking at SaS. How would you compare it to that?

I know its like comparing apples and oranges but the different systems are what gives it some of its flavour.

I guess i wont really know until i try it out. Kinda hard to do but i dont want to really buy two games to figure it out.:p

Stryke
 

Stryke said:
I have also been looking at SaS. How would you compare it to that?

I know its like comparing apples and oranges but the different systems are what gives it some of its flavour.

I guess i wont really know until i try it out. Kinda hard to do but i dont want to really buy two games to figure it out.:p

Stryke

I haven't really gotten a good look at SaS..but I tend to not like games that are converted to d20 from an original system (CoCd20 was the exception) because the publisher is probably failry found of their own system and the original is probabaly going to be a littel better....DnW however was created as a d20 game with the talented Mr. Lynch spending many many months pouring over the mechanics of the d20 system to figure out the best way to present what he wanted to present...which is a wonderful d20 game....the only other super game i'm really wanting is Mutants and Masterminds...(mainly for the actual system than for a supers game..DnW has my supers camp set!)
 

Howdy Stryke--

As mentioned, spells in DNW require the expenditure of Power Points. Each character class has a Power Die in addition to a Hit Die, and gains PP along with HP as character levels rise.

A Mystic has a d12 for a Power Die, meaning that a 1st level Mystic will have a bare-ass minimum of 12 PP (and usually more, since Mystics are characters that benefit in several ways from high Intelligence and Wisdom scores, which modify PP). A relatively un-twinked Mystic could have about 20 Power Points, easily, at 1st level. Casting a spell costs 1 PP per level of the spell... so that's twenty rounds of combat action, assuming one 1st-level spell cast per round, in a one-day period.

If I wanted to be a gigantic monstrous dork and twink like hell, I could legally create a 1st level Mystic with 56 Power Points at 1st level. Not that I'd recommend it, but it is possible.
 

Remove ads

Top