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Making superhero gear make sense (mostly Marvel related)
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<blockquote data-quote="Jon_Dahl" data-source="post: 5410591" data-attributes="member: 89822"><p>I hope that my players will create characters with defensive powers. So far one of them has wanted to create so-called ”glass cannon”, with only all-out attack capabilities. I asked her: What happens when her character is shot to the back almost point-blank range? She said that the character will mostly likely die. This is the question I ask from player with a ”glass cannon” fantasies, and if the answer is acceptable, we move on. However, I’m NOT planning to get her shot in the back. I just make the name of the game clear.</p><p> </p><p> And if my players receive my game poorly then I’ll be sad of course, but then we just have to play something else. I’m not a professional game designer, I have the privilige to suck. However, I do have lot of faith in my game. A lot.</p><p> </p><p> Janx,</p><p> </p><p> Hero Point are much better, ”Faith Points” was an abysmal translation.</p><p> And actually I have made some comparison/standard lists. For instance, you can’t kill anyone outright with less than a Good (Rank 4) level power. And you can get superman flying only at Master (Rank 6) level. Withstanding bullets get much easier at Master-level, but for rifles you need at least Grandmaster defensive power (Rank 7). But I don’t show these lists to my players, because the players just need to think what kind of powers they want and try to make the character sufficiently strong. After this I tell them what rank they get, which basically defines the cost to develop. Looking at pre-made lists will provoke munchinism, just like having a list of feats and thinking about builds or character trees or something really horrible like that. But I’ve got standards, really.</p><p> </p><p> Relique du Madde,</p><p> </p><p> If you knew my players, you wouldn’t suggest M&M. Please, you have to consider that my players get panicked with feats and skills and standard 3.5 D&D VERY easily. Understanding something like 5-foot step or calculating AC is extremely hard for them (”My fighter in heavy armor has AC 8”). If there is any requirement of understanding written text or calcuting 2+2, it will ruin the game. Really. This is why I don’t have any mathematics in this one at all. Janx already spoke about 1d6-damage. There is no damage dice, no AC or something highly sophisticated like this. Been there, done that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> And yes, before you ask, all my players are above 20 years old.</p><p> </p><p> Magic-stat is there because of the subability score Magic Resistance. I want all the natural defences in the same group, and in this case the group are the base ability scores (and the related subability scores). With Agility you dodge physical attacks, with Willpower (subability score of Intuition) you defend against mental attacks and Magic Resistance gives you the edge against sorcerers. For someone like ”flying brick” just leave it to 1 or 0. With those scores you can’t cast spells and you don’t have to keep track of anything related to magic. With ”flying bricks” I’m just interested about the subability score Magic Resistance (with defaults as the same as Magic score, but you are allowed to adjust it).</p><p> If Magic Resistance would be somewhere else, it would be less clear. For natural defenses, go to ability scores. It’s easy.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5410591, member: 89822"] I hope that my players will create characters with defensive powers. So far one of them has wanted to create so-called ”glass cannon”, with only all-out attack capabilities. I asked her: What happens when her character is shot to the back almost point-blank range? She said that the character will mostly likely die. This is the question I ask from player with a ”glass cannon” fantasies, and if the answer is acceptable, we move on. However, I’m NOT planning to get her shot in the back. I just make the name of the game clear. And if my players receive my game poorly then I’ll be sad of course, but then we just have to play something else. I’m not a professional game designer, I have the privilige to suck. However, I do have lot of faith in my game. A lot. Janx, Hero Point are much better, ”Faith Points” was an abysmal translation. And actually I have made some comparison/standard lists. For instance, you can’t kill anyone outright with less than a Good (Rank 4) level power. And you can get superman flying only at Master (Rank 6) level. Withstanding bullets get much easier at Master-level, but for rifles you need at least Grandmaster defensive power (Rank 7). But I don’t show these lists to my players, because the players just need to think what kind of powers they want and try to make the character sufficiently strong. After this I tell them what rank they get, which basically defines the cost to develop. Looking at pre-made lists will provoke munchinism, just like having a list of feats and thinking about builds or character trees or something really horrible like that. But I’ve got standards, really. Relique du Madde, If you knew my players, you wouldn’t suggest M&M. Please, you have to consider that my players get panicked with feats and skills and standard 3.5 D&D VERY easily. Understanding something like 5-foot step or calculating AC is extremely hard for them (”My fighter in heavy armor has AC 8”). If there is any requirement of understanding written text or calcuting 2+2, it will ruin the game. Really. This is why I don’t have any mathematics in this one at all. Janx already spoke about 1d6-damage. There is no damage dice, no AC or something highly sophisticated like this. Been there, done that :) And yes, before you ask, all my players are above 20 years old. Magic-stat is there because of the subability score Magic Resistance. I want all the natural defences in the same group, and in this case the group are the base ability scores (and the related subability scores). With Agility you dodge physical attacks, with Willpower (subability score of Intuition) you defend against mental attacks and Magic Resistance gives you the edge against sorcerers. For someone like ”flying brick” just leave it to 1 or 0. With those scores you can’t cast spells and you don’t have to keep track of anything related to magic. With ”flying bricks” I’m just interested about the subability score Magic Resistance (with defaults as the same as Magic score, but you are allowed to adjust it). If Magic Resistance would be somewhere else, it would be less clear. For natural defenses, go to ability scores. It’s easy. [/QUOTE]
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