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Watchmen Inspired Campaign -- needs your help for setting and rules ideas!
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<blockquote data-quote="Aus_Snow" data-source="post: 4701633" data-attributes="member: 29112"><p>Hm. . . gritty? Not a descriptor that springs to mind, by default. It situates itself around the Silver Age part of the spectrum there.</p><p></p><p>But then, it's not really so very hard to get it to play that way - you could make lethal (rather than non-lethal) damage the norm, for starters, if you wanted death to be a constant threat. And yeah, situations can quite often be rather dangerous, relative to some d20-based systems. Having a condition track in place of HP helps here - assuming you're not opposed to such a thing, natch. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> That aspect of the system feels more, well, 'gritty' - to me anyway - because (basically) you're not just operating at full health, full speed, etc. until you hit the magic number [of HP], then bam! [out cold]. Lethal damage in particular is nasty if it accumulates and/or you fail a Toughness save in a really bad way.</p><p></p><p>The system can be tweaked in all kinds of simple but neat ways, if you're into that kind of thing. I am, but of course some GMs aren't. The Mastermind's Manual also provides a ton of such options - it's like Unearthed Arcana for 3e, but two or three times so. But in all honesty, the core book is all you truly need, unless you're lacking a setting.</p><p></p><p>Cybernetics per se isn't dealt with explicitly, but the Devices mechanic can easily handle such things. Essentially, they're Powers-in-gear-form. And, given the <em>amazing</em> flexibility of the Powers system, it follows that Devices are likewise just about unlimited in scope. A lot of it comes down to 'reskinning' (to use a currently popular 4e-oriented term), using descriptors, and the considered application of power feats, drawbacks, extras and flaws.</p><p></p><p>Basic equipment is covered, but again, you'd probably want to adjust things to taste.</p><p></p><p></p><p>Fair warning: It's hard for me to be completely objective about this game, as it's one of my absolute faves. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 4701633, member: 29112"] Hm. . . gritty? Not a descriptor that springs to mind, by default. It situates itself around the Silver Age part of the spectrum there. But then, it's not really so very hard to get it to play that way - you could make lethal (rather than non-lethal) damage the norm, for starters, if you wanted death to be a constant threat. And yeah, situations can quite often be rather dangerous, relative to some d20-based systems. Having a condition track in place of HP helps here - assuming you're not opposed to such a thing, natch. :) That aspect of the system feels more, well, 'gritty' - to me anyway - because (basically) you're not just operating at full health, full speed, etc. until you hit the magic number [of HP], then bam! [out cold]. Lethal damage in particular is nasty if it accumulates and/or you fail a Toughness save in a really bad way. The system can be tweaked in all kinds of simple but neat ways, if you're into that kind of thing. I am, but of course some GMs aren't. The Mastermind's Manual also provides a ton of such options - it's like Unearthed Arcana for 3e, but two or three times so. But in all honesty, the core book is all you truly need, unless you're lacking a setting. Cybernetics per se isn't dealt with explicitly, but the Devices mechanic can easily handle such things. Essentially, they're Powers-in-gear-form. And, given the [I]amazing[/I] flexibility of the Powers system, it follows that Devices are likewise just about unlimited in scope. A lot of it comes down to 'reskinning' (to use a currently popular 4e-oriented term), using descriptors, and the considered application of power feats, drawbacks, extras and flaws. Basic equipment is covered, but again, you'd probably want to adjust things to taste. Fair warning: It's hard for me to be completely objective about this game, as it's one of my absolute faves. :D [/QUOTE]
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