teitan
Legend
I recently saw this most excellent film and was inspired to revive my old Flash Gordon style campaign ideas I once posted here. Initially my designs called for D20 Modern but I didn't want such a "nit picky" system to run the game with but I got to thinking more on the idea of using M&M for this kind of high adventure serial/pulp style storytelling (serial moreso than Pulp) and the rules in Nocturnals really helped to create a sense of "hey, I can do this".
Here are my ideas. Skills are two for 1, no PL caps. PL caps work great for M&M but not for serial etc. With a low enough pool of Power Points the skills can be more freeform and I will explain why in a minute...
Anyway, skills 2 for 1. Attributes as normal. Feats are normal. Powers is the itchy point. Powers need to be seperated into three types, weird tech (I am calling them Tesla Devices), sorcery and psychic powers (not a lot of difference between the two except sorcery allows for more weirdness). Sorcery covers the weird things like invisibility etc. and psychic powers is things like reading men's minds. These would be the origins of the powers like in the core MnM book as opposed to the usual origins. Of course, training would also be in there...
Now, Hero Points... serial and pulp heroes find themselves in rough spots all the time, but having a ready supply of hero points kind of ruins that mood so hero points no longer rely on power level in this idea. There is a new rule in the MnM annual on giving out HP for failing actions, getting in sticky situtations as the session goes on. Well, that is how you get your HP instead of the usual PL based HP... of course with this rule a lot of players will take Heroes Luck but hey, that even fits the genre.
I have even been tinkering with the idea of using a D10 instead of a D20 and making the damage DC into a roll the defender has to beat but that is a different story altogether.
What do you guys think?
Jason
Here are my ideas. Skills are two for 1, no PL caps. PL caps work great for M&M but not for serial etc. With a low enough pool of Power Points the skills can be more freeform and I will explain why in a minute...
Anyway, skills 2 for 1. Attributes as normal. Feats are normal. Powers is the itchy point. Powers need to be seperated into three types, weird tech (I am calling them Tesla Devices), sorcery and psychic powers (not a lot of difference between the two except sorcery allows for more weirdness). Sorcery covers the weird things like invisibility etc. and psychic powers is things like reading men's minds. These would be the origins of the powers like in the core MnM book as opposed to the usual origins. Of course, training would also be in there...
Now, Hero Points... serial and pulp heroes find themselves in rough spots all the time, but having a ready supply of hero points kind of ruins that mood so hero points no longer rely on power level in this idea. There is a new rule in the MnM annual on giving out HP for failing actions, getting in sticky situtations as the session goes on. Well, that is how you get your HP instead of the usual PL based HP... of course with this rule a lot of players will take Heroes Luck but hey, that even fits the genre.
I have even been tinkering with the idea of using a D10 instead of a D20 and making the damage DC into a roll the defender has to beat but that is a different story altogether.
What do you guys think?
Jason