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Good Superhero-Game?
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<blockquote data-quote="Fishbone" data-source="post: 2858148" data-attributes="member: 40849"><p>Knockback is pretty good. There are numerous ways to reduce it like the conditions it occurs, bracing, clinging, density increase, Knockback Resistance, etc.</p><p>It just makes sense that if somebody who can use "casual strength", that is half strength, no physical exertion, to toss around Buicks should launch somebody if they land a punch.</p><p>The power frameworks are really good, too.</p><p>"Brick" characters can be quickly put in their places by speedsters(characters like the Flash, the Blur) and Mentalists as they usually have low ego scores and are susceptible to Ego Blasts and Mind Control and the like. It can be picked up for pretty good prices and it is really all that is needed for a superhero campaign. I think the more powerful you want it the better off you are with it. For a low-powered think like Teen Titans, X-Men still at the academy I think Gurps would work a little better but the really strong superheros HERO is the way to go. HERO also does a darn good job for fantasy, just thought I'd through it out there. As for knocks on advantages: They're really just there to facilitate roleplaying and give a mechanical reason for it. Its pretty hard to cop out on it, unlike other games without them. If "nickle-and-diming" bothers you up the cap on points or give more base points. A few well-played disads can be pretty satisfying.</p></blockquote><p></p>
[QUOTE="Fishbone, post: 2858148, member: 40849"] Knockback is pretty good. There are numerous ways to reduce it like the conditions it occurs, bracing, clinging, density increase, Knockback Resistance, etc. It just makes sense that if somebody who can use "casual strength", that is half strength, no physical exertion, to toss around Buicks should launch somebody if they land a punch. The power frameworks are really good, too. "Brick" characters can be quickly put in their places by speedsters(characters like the Flash, the Blur) and Mentalists as they usually have low ego scores and are susceptible to Ego Blasts and Mind Control and the like. It can be picked up for pretty good prices and it is really all that is needed for a superhero campaign. I think the more powerful you want it the better off you are with it. For a low-powered think like Teen Titans, X-Men still at the academy I think Gurps would work a little better but the really strong superheros HERO is the way to go. HERO also does a darn good job for fantasy, just thought I'd through it out there. As for knocks on advantages: They're really just there to facilitate roleplaying and give a mechanical reason for it. Its pretty hard to cop out on it, unlike other games without them. If "nickle-and-diming" bothers you up the cap on points or give more base points. A few well-played disads can be pretty satisfying. [/QUOTE]
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