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<blockquote data-quote="Zhure" data-source="post: 167741" data-attributes="member: 308"><p>Heh. I know, that's why I chose that example, to illustrate how such a system won't reflect the source material. I've always maintained that Superboy held back. He can move faster than the speed of light, so Karate Kid dodging just isn't terribly plausible.</p><p></p><p>In many cases, games won't reflect source material because they're different forms of expression.</p><p></p><p></p><p></p><p>Classless systems are harder on the DM because he won't be able to generate encounters quickly. He has to hand-craft each one, or develop his own "monster manual" worth of foes, which in turn takes away from the time he gets to spend working on plotlines. It's the whole reason I've pretty much given up on the superheroic genre as a game. It's great to play in but sucks to run. </p><p></p><p>Now if you could incorporate a classed system for a super game, it might be worthwhile, as random generation becomes practical and software could be developed for it. Random generation of a point-based system tends to be really difficult to implement, at least in my experience.</p><p></p><p></p><p></p><p>I'd really prefer a system that includes the same system for building normals and superheroes without using different rules. I think it'd be far easier to just declare all starting heroes to be "10th level" or whatever was decided at character generation.</p><p></p><p></p><p></p><p>I think it would work better to have some "Mega" feats, one for each stat. Any character who took "Mega Strength" means they'd get x10 lift. Their to hit and damage adjustments would remain the same, just for simplicity. That way you could easily be really really really strong, but it wouldn't mean you'd need an outlandish strength. If you took the Mega-STR route, your STR would be 10 and you could lift 10x what a normal STR 10 gives you, but you'd get a +10 to hit and damage. Mega-STR might also grant a +10 bonus to STR-checks... sort of a super skill focus.</p><p></p><p>Wait, this makes Psions really brutal. I have to give it more thought.</p><p></p><p></p><p></p><p>I think going back to the old ideaology of one weapon per proficiency is a bad idea. I don't believe modern characters train more specifically than medieval characters. For signature items, take weapon focus. If you're good with a batarang, it stands to reason you'd be good with boomerangs, too.</p><p></p><p></p><p></p><p>By starting characters out in mid-stream, say 10th level, it gives the DM a chance to have low-level NPCs as sidekicks and encounters. A 1st level commoner already has rules built into the system and it's a good thing to be able to use those rules. I'd also like the system to be compatible, so a superhero could encounter a 15th level Wizard (or even be a 15th level Wizard, or have Wizard levels). This means all the books would still be useful.</p><p></p><p>What I'm envisioning means we have to wait for the Epic Level handbook to really start digging around for ideas... Perhaps Epic play is a form of Superheroics and it'll be easily adapted.</p><p></p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 167741, member: 308"] Heh. I know, that's why I chose that example, to illustrate how such a system won't reflect the source material. I've always maintained that Superboy held back. He can move faster than the speed of light, so Karate Kid dodging just isn't terribly plausible. In many cases, games won't reflect source material because they're different forms of expression. [b][/b] Classless systems are harder on the DM because he won't be able to generate encounters quickly. He has to hand-craft each one, or develop his own "monster manual" worth of foes, which in turn takes away from the time he gets to spend working on plotlines. It's the whole reason I've pretty much given up on the superheroic genre as a game. It's great to play in but sucks to run. Now if you could incorporate a classed system for a super game, it might be worthwhile, as random generation becomes practical and software could be developed for it. Random generation of a point-based system tends to be really difficult to implement, at least in my experience. [b][/b] I'd really prefer a system that includes the same system for building normals and superheroes without using different rules. I think it'd be far easier to just declare all starting heroes to be "10th level" or whatever was decided at character generation. [b][/b] I think it would work better to have some "Mega" feats, one for each stat. Any character who took "Mega Strength" means they'd get x10 lift. Their to hit and damage adjustments would remain the same, just for simplicity. That way you could easily be really really really strong, but it wouldn't mean you'd need an outlandish strength. If you took the Mega-STR route, your STR would be 10 and you could lift 10x what a normal STR 10 gives you, but you'd get a +10 to hit and damage. Mega-STR might also grant a +10 bonus to STR-checks... sort of a super skill focus. Wait, this makes Psions really brutal. I have to give it more thought. [b][/b] I think going back to the old ideaology of one weapon per proficiency is a bad idea. I don't believe modern characters train more specifically than medieval characters. For signature items, take weapon focus. If you're good with a batarang, it stands to reason you'd be good with boomerangs, too. [b][/B] By starting characters out in mid-stream, say 10th level, it gives the DM a chance to have low-level NPCs as sidekicks and encounters. A 1st level commoner already has rules built into the system and it's a good thing to be able to use those rules. I'd also like the system to be compatible, so a superhero could encounter a 15th level Wizard (or even be a 15th level Wizard, or have Wizard levels). This means all the books would still be useful. What I'm envisioning means we have to wait for the Epic Level handbook to really start digging around for ideas... Perhaps Epic play is a form of Superheroics and it'll be easily adapted. Greg [/QUOTE]
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