Minor changes to make the rules simulate Super Heroes (now with 50% more Thor!)

One other decent trick is to take normal critters that aren't minions, eyeball 'em and just make them your two-hit minions - first hit bloodies, second hit kills, ignore any completely trivial damage (ie, Cleave, Armor of Agathys) type stuff for that though. Then double the number of them. Or make something else an Elite.

Like minds eh... I suggested using minion like a template in post just prior ;) -- you did elaborate a little though.
 

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Like minds eh... I suggested using minion like a template in post just prior ;) -- you did elaborate a little though.

Heh, yeah. I should probably stop opening up several threads at once and responding to them in turn... but yeah, more minions instead of tougher minions, yep!
 

Considering that Revenge of the Giants, from my initial read, doesn't have that many minions, I'm not going to sweat it. Maybe throw a few in on occasion to give it that superhero-y feel.

Seems like many of these posts are focusing on my minion comment, even down to angrily accusing me of "nerfing" stuff. Hey, they're not that important! Let's settle down and move on, sheesh.

Stunts, on the other hand, were exactly what I was thinking of when I started this thread...I just didn't have a word for 'em at the time.

So, stunt ideas that won't horrendously overbalance the game?
 


For stunts I'd say just go with the flow and use DMG page 42 if you need a guideline.

Let the players use their imaginations to do things or use powers in unusual ways (for example, using the web spell to swing across a chasm like Spiderman). Just use page 42 and your best judgment to avoid anything horrendously overpowered.
 

Yeah, I mean, I'd basically just tell people to go nuts on stunts. I'd probably do something like say 'Okay, you have an extra encounter power and an extra daily power to do a stunt. You figure out the stunt, don't make it always the same thing, and I'll give it encounter-like power and figure out a DC if applicable. Feel free to use your team mates and such.'
 

Considering that Revenge of the Giants, from my initial read, doesn't have that many minions, I'm not going to sweat it. Maybe throw a few in on occasion to give it that superhero-y feel.

Seems like many of these posts are focusing on my minion comment, even down to angrily accusing me of "nerfing" stuff. Hey, they're not that important! Let's settle down and move on, sheesh.

Stunts, on the other hand, were exactly what I was thinking of when I started this thread...I just didn't have a word for 'em at the time.

So, stunt ideas that won't horrendously overbalance the game?

Hey man, super heroes aren't balanced! Let 'em run wild for a while, then rein them in if you have to. Or, alternately, make a couple of supervillains and make sure they NEED those crazy stunts to pull it out.

Really, super hero games need minions to get pounded (honestly, minions in comics are more like swarms or hazardous terrain than individual combatants), memorable villains, and signature moves/powers. Oh, and splash pages. Remember to stop the action to describe the incredible vistas full of amazing combatants about to pummel each other.

And monologues!

PS
 

Really, super hero games need memorable villains, and signature moves/powers. Oh, and splash pages. Remember to stop the action to describe the incredible vistas full of amazing combatants about to pummel each other.

And monologues!

PS

Well, I'm not sure how much monologuing the giants actually do in Revenge of the Giants, but as for the rest...I trust WotC has some evil badness up it's sleeve in that adventure--villains and incredible vistas galore. It is a "mega" Paragon tier adventure, after all...

Some of the "random encounters" might end up being against supervillains, too. Hydra...the Hand...Sentinels...if it appears in the comics, I could throw it in! (I'm most familiar with Marvel, but who knows? Maybe a DC bad guy + mooks could make an appearance!)
 


Instead of giving minions 2 hits, have them make saves vs death. Each time they take damage, roll a save. Fail the save die, make the save live. No bookkeeping! The occasional surviving minion is cool.

PS

I like this idea about the save to let a minion live!

But to keep with the superhero theme, i'd make the surviving minion "dive for cover" if he saves, to represent how he avoided death - he shifts one and ends up prone. You always see the minions in comics throwing themselves all over the place to avoid some titanic blast from a super. :cool:
 

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