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Four Color Problems with Savage Worlds Supers (SPC2) - Solutions?
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<blockquote data-quote="WayneLigon" data-source="post: 6560449" data-attributes="member: 3649"><p>We just started a four-color level game with Savage Worlds, using the revised Super Hero Companion and already we can see at least one major, fatal crack in it - the archtype of the super-strong dude is vastly underpowered compared with the ranged users. It's mainly the way the strength table works, where 2 points in Super-Attribute after a d12 simply gives you a +1 to the roll. This guarantees you a certain level of damage, but it cannot hope to compete with Attack.Ranged which for a mere 10 points gives you 6d6. Even if you start with a d12 Strength from using hindrances and such, you're capped at d12+7 due to the requirement of a max of 15 points in any one power at the 4-color level. The ranged dude meanwhile has tons of other options he can add long before he hits 15, in addition to the awesome advantage of 'rolling more dice'. </p><p></p><p>Yes, you can take Attack, Melee to add dice but the requirements of a tough brute means he's spent most of his points on Strength, Toughness, some Armor, etc. He doesn't have the points left. Meanwhile a same-point-level martial artist with d6 strength, Attack, Melee and the several modifiers than can be put on it can outperform the super-strength guy all day long. Getting extra attacks at no minuses is super-cheap for him, while the super-strength guy has to spend something like two-three feats just to get one extra attack at no minuses.</p><p></p><p>I've looked for 'fixes' online, including Savagepedia, and found nothing (or, oddly, only a few people that even admit that this is a problem). I can't even find anyone doing conversions of heroes, so we could at least get an idea of the 'reasonable' means to build certain types - the experience with the first SPC seems to have scared people away from doing supers with Savage Worlds. </p><p></p><p>I've half-thought-out a couple of fixes, such as returning Strength to being a 1-1 point cost (especially since other than lifting and damage, and like two skills, strength has no role in SW whatsoever), or changing the Strength die progression to something like d12, d12+1d4, d12+2d4, d12+2d6, something like that. Maybe let modifiers for attack, melee also be able to be applied to Strength.</p><p></p><p>Has anyone done "four-color"-level superheroes with Savage Worlds, using the Super Hero Companion Revised Edition? How did you (if you did) solve the point-and-usefullness discrepancy between the high-strength characters and everyone else?</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 6560449, member: 3649"] We just started a four-color level game with Savage Worlds, using the revised Super Hero Companion and already we can see at least one major, fatal crack in it - the archtype of the super-strong dude is vastly underpowered compared with the ranged users. It's mainly the way the strength table works, where 2 points in Super-Attribute after a d12 simply gives you a +1 to the roll. This guarantees you a certain level of damage, but it cannot hope to compete with Attack.Ranged which for a mere 10 points gives you 6d6. Even if you start with a d12 Strength from using hindrances and such, you're capped at d12+7 due to the requirement of a max of 15 points in any one power at the 4-color level. The ranged dude meanwhile has tons of other options he can add long before he hits 15, in addition to the awesome advantage of 'rolling more dice'. Yes, you can take Attack, Melee to add dice but the requirements of a tough brute means he's spent most of his points on Strength, Toughness, some Armor, etc. He doesn't have the points left. Meanwhile a same-point-level martial artist with d6 strength, Attack, Melee and the several modifiers than can be put on it can outperform the super-strength guy all day long. Getting extra attacks at no minuses is super-cheap for him, while the super-strength guy has to spend something like two-three feats just to get one extra attack at no minuses. I've looked for 'fixes' online, including Savagepedia, and found nothing (or, oddly, only a few people that even admit that this is a problem). I can't even find anyone doing conversions of heroes, so we could at least get an idea of the 'reasonable' means to build certain types - the experience with the first SPC seems to have scared people away from doing supers with Savage Worlds. I've half-thought-out a couple of fixes, such as returning Strength to being a 1-1 point cost (especially since other than lifting and damage, and like two skills, strength has no role in SW whatsoever), or changing the Strength die progression to something like d12, d12+1d4, d12+2d4, d12+2d6, something like that. Maybe let modifiers for attack, melee also be able to be applied to Strength. Has anyone done "four-color"-level superheroes with Savage Worlds, using the Super Hero Companion Revised Edition? How did you (if you did) solve the point-and-usefullness discrepancy between the high-strength characters and everyone else? [/QUOTE]
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