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The issue of super strength
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<blockquote data-quote="Massawyrm" data-source="post: 379378" data-attributes="member: 7617"><p><strong>Uh, yeah...I think you have some points about multi-genre play</strong></p><p></p><p>However, Superhero play is one genre that I feel fits d20 like a glove. Sadly, I feel that both the Hardcover distributed books and may of the PDF versions floating around for charge or for free kinda missed the point (or really missed th point in some cases.) D&D, after all, is a game about super heros...albeit super heroes set in a different time, super heroes that don't wear spandex, super heroes that aren't born or created in accidents. These are those rare individuals that cleave vicious monsters in two with swords, that summon up flashy displays of might with a few household ingrediants, that weild magical powers gifted to them by the gods. We've just been playing it for so long the concept of these characters being 'super-heroic' has become passe.</p><p></p><p>The Concept of Four Color super hero role playing really doesn't need to stray far from the core system. Super heroes usually don't have to deal with specific damage, so the HP system can remain fully intact. The CR system is a perfect way to judge experiance gained from battles against other super powered foes, much better in fact than most system which gage such differences by a Much weaker, weker, equal, greater and Much greater scale, so that works great. The tactical combat rules, feat system and skill systems are perfect for superheroes. There are only a few small things that need to be tweaked to make it a perfect fit with (complete compatibility with most every comic book hero or villian) modern superhero roleplaying.</p><p></p><p>The problem I've seen emerging is that most groups of people putting these projects together keep trying to bring in point buy systems, which completely alters the system altogether. I have nothing against point buy systems. Gurps, both Mayfair Games and West End games DC Heroes versions, Champions...all great point buy games. But they were completely designed, every single rule in them, to be run within a point buy system. d20 is not a point buy system. It is a system based on the roll of stats and the building upon a character through those stats. Power systems, power acquisition and power development need to base their origins with that notion, not on the notions of the flexibility of other game systems. Too much of what I've see are not rule additions. They are rule replacement. Replacing entire chunks of the game, borrowing the combat mechanics and putting the d20 logo on it. Sorry guys. I like Green Ronin and Guardians of Order alot. I mean really alot. GOO's Tri-stat system is great fun for very comic booky, non specific, more imagined combat and encounters. But the point buy system for d20? That's just not d20.</p><p></p><p>Conversions should be simple, easy to explain to verteran players and not involve calculators except on rare occasions when specifics of game play or weight are brought into play. The d20 system is about simplicity, beautiful simplicity, and a structure we are all familiar and in love with. There need to be multiple heroic classes, not just one, classes that aren't too broad and aren't too specific either. There need to be prestige classes for those rare, specified character classes. And heroes, for the most part, shouldn't all be developing new powers as they go. There should be a solid power selection at creation with powers that develop and become more useful over time.</p><p></p><p>And this can all be done within the framework of the d20 system, without serious alterations.</p><p></p><p><Kicking away the soapbox></p><p></p><p>Massawyrm</p></blockquote><p></p>
[QUOTE="Massawyrm, post: 379378, member: 7617"] [b]Uh, yeah...I think you have some points about multi-genre play[/b] However, Superhero play is one genre that I feel fits d20 like a glove. Sadly, I feel that both the Hardcover distributed books and may of the PDF versions floating around for charge or for free kinda missed the point (or really missed th point in some cases.) D&D, after all, is a game about super heros...albeit super heroes set in a different time, super heroes that don't wear spandex, super heroes that aren't born or created in accidents. These are those rare individuals that cleave vicious monsters in two with swords, that summon up flashy displays of might with a few household ingrediants, that weild magical powers gifted to them by the gods. We've just been playing it for so long the concept of these characters being 'super-heroic' has become passe. The Concept of Four Color super hero role playing really doesn't need to stray far from the core system. Super heroes usually don't have to deal with specific damage, so the HP system can remain fully intact. The CR system is a perfect way to judge experiance gained from battles against other super powered foes, much better in fact than most system which gage such differences by a Much weaker, weker, equal, greater and Much greater scale, so that works great. The tactical combat rules, feat system and skill systems are perfect for superheroes. There are only a few small things that need to be tweaked to make it a perfect fit with (complete compatibility with most every comic book hero or villian) modern superhero roleplaying. The problem I've seen emerging is that most groups of people putting these projects together keep trying to bring in point buy systems, which completely alters the system altogether. I have nothing against point buy systems. Gurps, both Mayfair Games and West End games DC Heroes versions, Champions...all great point buy games. But they were completely designed, every single rule in them, to be run within a point buy system. d20 is not a point buy system. It is a system based on the roll of stats and the building upon a character through those stats. Power systems, power acquisition and power development need to base their origins with that notion, not on the notions of the flexibility of other game systems. Too much of what I've see are not rule additions. They are rule replacement. Replacing entire chunks of the game, borrowing the combat mechanics and putting the d20 logo on it. Sorry guys. I like Green Ronin and Guardians of Order alot. I mean really alot. GOO's Tri-stat system is great fun for very comic booky, non specific, more imagined combat and encounters. But the point buy system for d20? That's just not d20. Conversions should be simple, easy to explain to verteran players and not involve calculators except on rare occasions when specifics of game play or weight are brought into play. The d20 system is about simplicity, beautiful simplicity, and a structure we are all familiar and in love with. There need to be multiple heroic classes, not just one, classes that aren't too broad and aren't too specific either. There need to be prestige classes for those rare, specified character classes. And heroes, for the most part, shouldn't all be developing new powers as they go. There should be a solid power selection at creation with powers that develop and become more useful over time. And this can all be done within the framework of the d20 system, without serious alterations. <Kicking away the soapbox> Massawyrm [/QUOTE]
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