SOMEWHAT OT: Silver Age Sentinels


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7th Sea. A disad (you can only have one) costs you 10 of your 100 points. Everytime it comes up in play you get 1 XP (in a system where the average XP would otherwise be around 3 to 5 per session if I remember right).
Right! That's the one -- 7th Sea.
The average Champions combat takes 3 to 4 hours to resolve.....I get an average of a full session to two full sessions of game time.
So true.
I've never had a BESM fight take more than 30 minutes. The average was 10 to 15 minutes.
Is the combat as interesting and flavorful as Champions combat?
Anyone know big O math concepts?
If I knew, would I let on? And look like a geek? ;)
 

Originally posted by mmadsen Is the combat as interesting and flavorful as Champions combat?

This of course depends on what aspects of Hero combat you liked...

SaS does have a full list of combat manuevers and ways to use all sorts of tactics, so in my book the answer is yes.

However it will involve a LOT less die rolling and a lot less calculating where you now stand.

And scaled movement rules are not part of the regular rules of the game but rather presented as a very short optional feature.

"In most close-in combat situations, GMs should not worry about exact speeds and distances -- a general idea of the overal situation is sufficient...
If the GM wishes to keep precise track of movement and distances, assume..." [followed by some short guidelines on how far you can move in a round, elsewhere there are guidelines for range modifiers if this system is in use].

The game even has rules for critical hits, pushing powers, combined attacks, shock (optional), collisions, knockback, penalties due to injury (optional), and so on.

The real suprise is in how smoothly these rules fit in without adding much to resolution time, number crunching, or general confusion.
 

SaS does have a full list of combat manuevers and ways to use all sorts of tactics, so in my book the answer is yes.
Good.
However it will involve a LOT less die rolling and a lot less calculating where you now stand.
Even better.
And scaled movement rules are not part of the regular rules of the game but rather presented as a very short optional feature.

"In most close-in combat situations, GMs should not worry about exact speeds and distances -- a general idea of the overal situation is sufficient...If the GM wishes to keep precise track of movement and distances, assume..." [followed by some short guidelines on how far you can move in a round, elsewhere there are guidelines for range modifiers if this system is in use].
Odd. I wasn't expecting that. Our Champions combats were always very tactical.
The game even has rules for critical hits, pushing powers, combined attacks, shock (optional), collisions, knockback, penalties due to injury (optional), and so on.

The real suprise is in how smoothly these rules fit in without adding much to resolution time, number crunching, or general confusion.
Sounds excellent.
 


I have just finished reading the rules.

They are simple. Thay are solid. That can simulate almost every super I can imagine. And they are fast. FAST.

I love it. And I'm dying for reading the d20 version. Two weeks yet... :(
 

I love it. And I'm dying for reading the d20 version. Two weeks yet... :(
You bought two copies of the deluxe Tri-Stat version, and you're getting the d20 version as well? Maybe Guardians of Order should ask you personally what they should put out next... ;)
 



mmadsen said:

You bought two copies of the deluxe Tri-Stat version, and you're getting the d20 version as well? Maybe Guardians of Order should ask you personally what they should put out next... ;)

Maybe...
It would be nice of them to ask ;)

Yes, I really love superheroes RPGs. And SAS is really so beautiful an so well done that I bought two copies of the limited ed. (one to use and another to keep protected). But since I love d20 too, I will buy their SAS d20, and I'm sure it won't dissapoint me.
 

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