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Help! I need a rules-lite super hero RPG
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<blockquote data-quote="Piratecat" data-source="post: 5064049" data-attributes="member: 2"><p>ValhallaGH did a great job laying it out. Here's what I find myself needing to remember as a MnM GM:</p><p></p><p>- the only part of the system that's a genuine pain in the ass is character creation. Luckily, spreadsheets help with that, and it's a player-only thing. You don't need to worry about it as GM.</p><p></p><p>- NPCs and bad guys are spectacularly easy to pull out of your butt. Err, figuratively speaking. As minions Storminator was using "ninja 6!" - PL 6 ninjas who were +6 to hit, 16 Defense, had +6 saves, and did +6 damage. Then you throw a little variation in there based on what ninjas do: ramp up their stealth, and maybe up their defense by 2 while ratcheting down their toughness save the same amount. A good rule is that if it's too complicated to remember, I don't use it.</p><p></p><p>I did the same with "Incan mummies 8" last night. This system is really flexible. Base everything at the PL and adjust on the fly. A brute? Lower the defense and attack roll by 4, increase the toughness save and damage the same amount. A speedster? Raise defense, lower toughness. Then add whatever special effects you want. </p><p></p><p>- As a GM you can hand out a hero point as GM fiat any time you want, so if your bad guy misses a PC you really wanted him to hit, toss over a hero point and you clobber him. This gives the GM strong narrative control while also giving the PCs a corresponding advantage. </p><p></p><p>- As an effects-based system, your special effects can completely hide the underlying game mechanics. For instance, maybe the bad guy shoots fire or has tiny laser-shooting heliodrones or uses the power cosmic to blast -- but it's still just a blast, and uses the same game mechanics. If it's called for by the special effects, toss another mechanic in there (such as a smoke creature who also blinds you when he hits you unless you make a save, a grease blast that makes you slip, or what have you.) So long as I can picture what the villain and his powers look like, it's really easy for me to guess at the correct power and set it at the appropriate Power Level -- and there's no rules lawyering because the players might not even know what power you're using, only its effects.</p><p></p><p>- As in any cinematic, comic-booky system, combat needs to be really fast and fluid. That's something MnM does well. I keep combat moving and award action points for clever quips and cool actions.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5064049, member: 2"] ValhallaGH did a great job laying it out. Here's what I find myself needing to remember as a MnM GM: - the only part of the system that's a genuine pain in the ass is character creation. Luckily, spreadsheets help with that, and it's a player-only thing. You don't need to worry about it as GM. - NPCs and bad guys are spectacularly easy to pull out of your butt. Err, figuratively speaking. As minions Storminator was using "ninja 6!" - PL 6 ninjas who were +6 to hit, 16 Defense, had +6 saves, and did +6 damage. Then you throw a little variation in there based on what ninjas do: ramp up their stealth, and maybe up their defense by 2 while ratcheting down their toughness save the same amount. A good rule is that if it's too complicated to remember, I don't use it. I did the same with "Incan mummies 8" last night. This system is really flexible. Base everything at the PL and adjust on the fly. A brute? Lower the defense and attack roll by 4, increase the toughness save and damage the same amount. A speedster? Raise defense, lower toughness. Then add whatever special effects you want. - As a GM you can hand out a hero point as GM fiat any time you want, so if your bad guy misses a PC you really wanted him to hit, toss over a hero point and you clobber him. This gives the GM strong narrative control while also giving the PCs a corresponding advantage. - As an effects-based system, your special effects can completely hide the underlying game mechanics. For instance, maybe the bad guy shoots fire or has tiny laser-shooting heliodrones or uses the power cosmic to blast -- but it's still just a blast, and uses the same game mechanics. If it's called for by the special effects, toss another mechanic in there (such as a smoke creature who also blinds you when he hits you unless you make a save, a grease blast that makes you slip, or what have you.) So long as I can picture what the villain and his powers look like, it's really easy for me to guess at the correct power and set it at the appropriate Power Level -- and there's no rules lawyering because the players might not even know what power you're using, only its effects. - As in any cinematic, comic-booky system, combat needs to be really fast and fluid. That's something MnM does well. I keep combat moving and award action points for clever quips and cool actions. [/QUOTE]
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