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Dragonball & MnM
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<blockquote data-quote="teitan" data-source="post: 584287" data-attributes="member: 3457"><p>Wow thanks to all who replied so far. What I was thinking myself was to cover the whole saga of Dragonball, all the way up. I just thought that saying Dragonball Z would be too limiting. The idea was to start the characters at PL10 as kids and then have a series of adventures with just above standard pp bonuses, maybe 3x the standard to ensure quick, DB like advancement and then at the end of the kid campaign have their power levels increased by their left over pps to represent training in the off time. If they spent them all then they remain the same PL and this would reflect off time when they weren't really training.</p><p></p><p>Now the increases in power levels at this point is where I am rying to figure it out. What I was thinking was everytime a player describes a really cool maneuver etc they would get a power point and every time they get a critical hit they get a power point, whether it succeeds or not, of course if they fail they would be fatigued for one round and take an attack of oppurtunity, which should be re-integrated into the system.</p><p></p><p>Now to simulate the fast paced action I thought that a defense roll would help a good bit as opposed to static defense like Armor class. As MnM is so fast it wouldn't really slow it down all that much, especially if they rolled all their dice at once with a different color signifying attacks, defense etc. I think it would also keep things from getting into the never be hit reality of BESM or SAS.</p><p></p><p>Skills are not a big emphasis in DB-Z that I can tell and a lot of players will not spend a lot of points on skills so what I suggest is elminating skills all together and have it all emulated through super-abilities because people seem to be highly skilled in DB-Z-GT if they are main characters and idiots otherwise.</p><p></p><p>Any other thoughts?</p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="teitan, post: 584287, member: 3457"] Wow thanks to all who replied so far. What I was thinking myself was to cover the whole saga of Dragonball, all the way up. I just thought that saying Dragonball Z would be too limiting. The idea was to start the characters at PL10 as kids and then have a series of adventures with just above standard pp bonuses, maybe 3x the standard to ensure quick, DB like advancement and then at the end of the kid campaign have their power levels increased by their left over pps to represent training in the off time. If they spent them all then they remain the same PL and this would reflect off time when they weren't really training. Now the increases in power levels at this point is where I am rying to figure it out. What I was thinking was everytime a player describes a really cool maneuver etc they would get a power point and every time they get a critical hit they get a power point, whether it succeeds or not, of course if they fail they would be fatigued for one round and take an attack of oppurtunity, which should be re-integrated into the system. Now to simulate the fast paced action I thought that a defense roll would help a good bit as opposed to static defense like Armor class. As MnM is so fast it wouldn't really slow it down all that much, especially if they rolled all their dice at once with a different color signifying attacks, defense etc. I think it would also keep things from getting into the never be hit reality of BESM or SAS. Skills are not a big emphasis in DB-Z that I can tell and a lot of players will not spend a lot of points on skills so what I suggest is elminating skills all together and have it all emulated through super-abilities because people seem to be highly skilled in DB-Z-GT if they are main characters and idiots otherwise. Any other thoughts? Jason [/QUOTE]
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