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<blockquote data-quote="Herpes Cineplex" data-source="post: 1450640" data-attributes="member: 16936"><p>Weirdly enough, you can get something very close to that from the Marvel Universe RPG. The last one that came out, the one that has (sadly) been abandoned like the Marvel games before it.</p><p></p><p>It had a very interesting mechanic where you'd assign stones from an energy pool into various actions, and would regenerate a certain number of stones into the energy pool each "panel" (round, effectively). When we were playing around with it, it really encouraged us to plan out dramatic back-and-forth actions; you'd husband your energy pool while you were defensive, waiting for your opportunity to lay into your enemy with everything you could throw at him. You'd also keep looking for ways to get free extra stones on certain actions by taking advantage of the continually evolving circumstances of the fight (hiding behind things, jumping off of stuff, and more).</p><p></p><p>I liked the system quite a bit, as it turns out. By trading the randomizing effect of dice for a more resource-management oriented system, it really made it possible to have fights that felt like they came out of a comic book. Heroes get knocked around, villains get knocked around, and at the very end someone either finds a serious advantage to turn against his opponent or draws upon previously-unused reserves of power to win the day.</p><p></p><p>I'm pretty sure they're not printing any new copies, but you should still be able to find it for sale out there. (They also did an X-Men and a Hulk/Avengers book, which may be harder to find.) </p><p></p><p></p><p>Oh, I don't know about that. You might find it more rewarding to just learn to enjoy having your villains get killed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In their own way, villains who for various personality-related reasons will do grandstanding, show-offy, overly dramatic things are a lot of fun for both the GM and the players. Sometimes the characters will smack him down rapidly and feel really good about themselves. Sometimes the dice will betray the characters and they'll get completely owned by this pompous, half-crazy buffoon who not only beat them but then went on to rub their noses in it by pausing to make little speeches, or turning his back on a mostly-dead PC to kick the crap out of another one, and so on.</p><p></p><p>Either way, it's likely to be more memorable and entertaining than "Round 1: PC#1 gets mangled. Round 2: PC#1 is killed and his corpse stuffed down the neck of PC#2. Round 3: PC#2 chokes to death; PC#3 is polymorphed into a trout. Round 4: ...."</p><p></p><p></p><p>And besides, why bother protecting NPCs, particularly in a fantasy setting? Let them die, if only so you can bring them back as an <em>undead</em> villain later on. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>--</p><p>the goal being, of course, to get the party to yell "why won't you just die?!" in unison</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1450640, member: 16936"] Weirdly enough, you can get something very close to that from the Marvel Universe RPG. The last one that came out, the one that has (sadly) been abandoned like the Marvel games before it. It had a very interesting mechanic where you'd assign stones from an energy pool into various actions, and would regenerate a certain number of stones into the energy pool each "panel" (round, effectively). When we were playing around with it, it really encouraged us to plan out dramatic back-and-forth actions; you'd husband your energy pool while you were defensive, waiting for your opportunity to lay into your enemy with everything you could throw at him. You'd also keep looking for ways to get free extra stones on certain actions by taking advantage of the continually evolving circumstances of the fight (hiding behind things, jumping off of stuff, and more). I liked the system quite a bit, as it turns out. By trading the randomizing effect of dice for a more resource-management oriented system, it really made it possible to have fights that felt like they came out of a comic book. Heroes get knocked around, villains get knocked around, and at the very end someone either finds a serious advantage to turn against his opponent or draws upon previously-unused reserves of power to win the day. I'm pretty sure they're not printing any new copies, but you should still be able to find it for sale out there. (They also did an X-Men and a Hulk/Avengers book, which may be harder to find.) Oh, I don't know about that. You might find it more rewarding to just learn to enjoy having your villains get killed. ;) In their own way, villains who for various personality-related reasons will do grandstanding, show-offy, overly dramatic things are a lot of fun for both the GM and the players. Sometimes the characters will smack him down rapidly and feel really good about themselves. Sometimes the dice will betray the characters and they'll get completely owned by this pompous, half-crazy buffoon who not only beat them but then went on to rub their noses in it by pausing to make little speeches, or turning his back on a mostly-dead PC to kick the crap out of another one, and so on. Either way, it's likely to be more memorable and entertaining than "Round 1: PC#1 gets mangled. Round 2: PC#1 is killed and his corpse stuffed down the neck of PC#2. Round 3: PC#2 chokes to death; PC#3 is polymorphed into a trout. Round 4: ...." And besides, why bother protecting NPCs, particularly in a fantasy setting? Let them die, if only so you can bring them back as an [i]undead[/i] villain later on. :] -- the goal being, of course, to get the party to yell "why won't you just die?!" in unison [/QUOTE]
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