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How are Superhero games different?
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<blockquote data-quote="Neonchameleon" data-source="post: 5784314" data-attributes="member: 87792"><p>Seriously, take a look at the <a href="http://www.faterpg.com/dl/sotc-srd.html" target="_blank">Spirit of the Century SRD</a>. It's different and usable. And IMO a <em>much</em> better base to a Supers game than d20.</p><p> </p><p></p><p> </p><p>Full attack on a grid based system should be taken out and shot especially for a supers game. It turns the whole thing into a static slugfest. And most games avoid it for this reason. Move actions are an artifact of grid and minis based games.</p><p> </p><p>And the initiative sysem can be used well to underline the nature of the world you're in.</p><p> </p><p>For instance the Cubicle 7 Dr Who RPG IIRC has the initiative order going something like Talkers, Movers, Doers, Fighters. Which means that The Doctor <em>always </em>has time talk to and bamboozle the monsters before they get to shoot him. And running away from a bomb to dive behind cover (moving) happens before someone sets it off (doing). But you only get to choose one as your main action. Perfectly in line with Dr Who where the Doctor can monolog without people just shooting him. But would never work in many settings because shooting is faster than talking.</p><p> </p><p>For another, Robin Laws' Feng Shui has an initiative system that also determines the number of actions you get in a turn. If you roll a 12 on your initiative you get 12 'shots' to act on (actually shooting costs 3, although reloading costs 1) and the person who rolled 9 only starts acting with his 9 shots once you reach 9. Really useful for cinematic combat and rewarding speed.</p><p> </p><p></p><p> </p><p>Seriously, you can borrow aspects of games. And almost anything under an OGL as long as you publish an SRD.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5784314, member: 87792"] Seriously, take a look at the [url=http://www.faterpg.com/dl/sotc-srd.html]Spirit of the Century SRD[/url]. It's different and usable. And IMO a [I]much[/I] better base to a Supers game than d20. Full attack on a grid based system should be taken out and shot especially for a supers game. It turns the whole thing into a static slugfest. And most games avoid it for this reason. Move actions are an artifact of grid and minis based games. And the initiative sysem can be used well to underline the nature of the world you're in. For instance the Cubicle 7 Dr Who RPG IIRC has the initiative order going something like Talkers, Movers, Doers, Fighters. Which means that The Doctor [I]always [/I]has time talk to and bamboozle the monsters before they get to shoot him. And running away from a bomb to dive behind cover (moving) happens before someone sets it off (doing). But you only get to choose one as your main action. Perfectly in line with Dr Who where the Doctor can monolog without people just shooting him. But would never work in many settings because shooting is faster than talking. For another, Robin Laws' Feng Shui has an initiative system that also determines the number of actions you get in a turn. If you roll a 12 on your initiative you get 12 'shots' to act on (actually shooting costs 3, although reloading costs 1) and the person who rolled 9 only starts acting with his 9 shots once you reach 9. Really useful for cinematic combat and rewarding speed. Seriously, you can borrow aspects of games. And almost anything under an OGL as long as you publish an SRD. [/QUOTE]
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