Living Superheroes World (Come join the fun and the debate)

Crazy thought on the PL/PP issue: A player has a total of 20 or 30 PL to distribute on his characters (if he wants multiple characters), with a minimum of about 5, and a maximum of 10 to 12.

Keia: According to what I read on the Atomic Think Tank forums, time travel and dimensional travel are aspects of Super Movement. I feel both of them could be problematic.
 

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Kylara said:
The same way it worked in 1E, it provides the limits, and tells people how many PP they have to spend.

I realized the limits. It was the pushing something higher at the expensive of something else that was new to me…

If PL hasn’t really changed all that much and its still a very much a level, PL11 being way more powerful than PL10, then I don’t agree with the world having more powerful characters and the PCs just being the lackey janitorial staff.
 

Velmont said:
- At which level do you think we should start?

PL10. Its what the book recominds. (1st edition)

I could talk about it in secound edition if we hand out more than 15 PPs a PL.

Velmont said:
- At which speed do you think a player should progress?
I would hope that an active player could make at least a PL a year.
 

Knight Otu said:
Keia: According to what I read on the Atomic Think Tank forums, time travel and dimensional travel are aspects of Super Movement. I feel both of them could be problematic.

I'll read through super movement tonight. I looked under time control - where it was a stunt in 1.0 revised. Once I read it thorugh I'll type it up and we can decide from there.

Keia
 

Kylara said:
I don't exactly know where you got this information Brother Shatterstone

You really should read the whole post. Cyclops has the same power source as Spider-Man in M&M.

Both are mutations but in a marvel’s world they are not the same. One is a mutant and the other is an altered human. I also commented on how TSR's game handled this differently and, in my opinion, better.

Also if we do one huge group origin but we allow for powers to be gained in other ways we need to address those and chose which power sources from the book to remove and which to add.
 

Kylara said:
Part 1: Characters
Lets let everyone make their suggestions for character level, and let their preferences be known. Once we see what the prevailing opinions are, we can make a decision. The things to be decided on about character are the following

A) Power Level for the players: the Power Level and Power Points for starting characters will be

I cannot answer this without having a book in front of me. (We should be working on the world.)

Kylara said:
a1)Can players start their characters at a lower level then the standard level if they choose to?

I cannot answer this without having a book in front of me. (We should be working on the world.)

Kylara said:
B) Campaign Power Level: The maximum power level for the campaign world

I cannot answer this without having a book in front of me. (We should be working on the world.)

Kylara said:
C)What Powers if any will be dis-allowed, or altered for balance reasons, this can wait til the very end, and it will be continually updating as we learn throughout play

I cannot answer this without having a book in front of me. (We should be working on the world.)

Kylara said:
Part 2: Game masters
A)Who is willing to be a game master?

I cannot answer this without having a book in front of me. (We should be working on the world.)

Kylara said:
B)How will future events set in the world be decided upon. Will we have a few super GMs that will plan out the metaplots, and double check that the GMs are not varying to widely from the meta plot?

At the moment an OOC thread is all we will have.

Kylara said:
Part 3: The World
A)What is the overall tone of the world?

Darker but every society has it dark and light sides and I would expect the same for this world.

Kylara said:
B)How did the majority of Supers become Super, this is important because it shapes the history of the world, perceptions of Supers, and a variety of other things

I like the reoccurring comet affecting embryos myself.
 

If PL hasn’t really changed all that much and its still a very much a level, PL11 being way more powerful than PL10, then I don’t agree with the world having more powerful characters and the PCs just being the lackey janitorial staff.

Thats not true at all in 2E, nor was it really in 1E for that matter. There is not a huge jump in power between 1 PL and the next higher. The only difference betwen 1 pl and the next in terms of raw power would be 1:

max total attack bonus of 1 higher
max total defense of 1 higher
max total damage bonus of 1 higher
max total toughness save of 1 higher.

and this is further mitigated by the fact that players can trade off max attack bonus for max damage bonus, etc so you can run into the following:

PL 12
Attack Bonus Cap 12
Damage Bonus Cap 12

PL 10
Attack Bonus Cap 8
Damage Bonus Cap 12

and not everyone is going to max out their AB or Defense or whatever anyway, so the actual difference isn't going to be that great. You will need a gap of a 3-4 PLs before it becomes noticible, before 1 villian will have the strength to challenge a group of heros. If everyone is too close to each other level wse you are going to need entire groups of villians to give the heros a challenge.
 

Brother Shatterstone said:
You really should read the whole post. Cyclops has the same power source as Spider-Man in M&M.

Both are mutations but in a marvel’s world they are not the same. One is a mutant and the other is an altered human. I also commented on how TSR's game handled this differently and, in my opinion, better.

I would point out the part that suggests making up your own power sources. MnM is an open ended system, it was designed that way, they just listed the most common as examples but did not disqualify any. If Marvel was an MnM game, there would be a Mutate Power Source, and a Mutation Power Source. In the Marvel Universe, the distinction is important socially, so you would make it, in every universe, it wouldn't be. Kenson knew that everyone has their own views of super hero's worlds, and that they are all different, he provided examples, and let GMs pick what they were actually going to use, the book was certainly never exhaustive, just look at its size. The TSR Marvel Gamer only had to cover 1 universe, so it could put in all the different types of sources that you would run into in that universe. MnM isn't a universe, it was designed to allow you to make your own universes, or to play in any other universe. It cannot be specific about things that change from game to game.
 

Kylara said:
Thats not true at all in 2E, nor was it really in 1E for that matter.

Actually In 1st edition some powers, protection, mental protection, and what not actually do have a pretty large effect upon the game when they go up a PL.

Now it does look like 2E really does do away with the trouble from the above. (Which is cool.)
 

Kylara said:
I would point out the part that suggests making up your own power sources.

Ahh like I suggested in the post you just quoted from? :\

Brother Shatterstone said:
Also if we do one huge group origin but we allow for powers to be gained in other ways we need to address those and chose which power sources from the book to remove and which to add.

Anyhow, I'm not going to comment on the rest of your post, I can't see anything good coming out of it, and I'm also going to take a break from this thread for the good of the thread.

Later,
BS the annoyed
 

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