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What lessons did you learn from other systems?
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<blockquote data-quote="billd91" data-source="post: 8637969" data-attributes="member: 3400"><p>There are a few things I picked up from Mutants and Masterminds: </p><p>1) Complications that generate benefits when they actually come up in play are more interesting than balancing points with disadvantages (as in Champions or GURPS).</p><p>2) Give out benefits for genre-appropriate failures such as giving out hero points when the villain escapes or heroes get KOed early in the caper so they have those points to spend as the narrative reaches a climactic showdown</p><p>3) Extra effort used for power stunts is a must-have for any superhero game</p><p></p><p>From Champions:</p><p>If a drawback isn't really a drawback, then it's not worth anything. This was derived from limitations on powers or cheesed up disadvantages that are so rare that they shouldn't really be worth points. And I used it with magic item creation in 3e D&D - if someone applied class or alignment limitations to magic items they were making and they matched their own characteristics, then the limitations weren't really worth a discount.</p><p></p><p>From The Alexandrian:</p><p>Let it roll. If you're going to roll for some uncertain task, roll once and let it ride until something significantly changes. Otherwise, you bog down in die rolls.</p><p></p><p>From Call of Cthulhu, Ravenloft:</p><p>Horror lives in the uncertain. Don't identify, describe and use emotion-laden terms.</p><p></p><p>From D&D:</p><p>Give the monsters an even break, even if you are fans of the players.</p></blockquote><p></p>
[QUOTE="billd91, post: 8637969, member: 3400"] There are a few things I picked up from Mutants and Masterminds: 1) Complications that generate benefits when they actually come up in play are more interesting than balancing points with disadvantages (as in Champions or GURPS). 2) Give out benefits for genre-appropriate failures such as giving out hero points when the villain escapes or heroes get KOed early in the caper so they have those points to spend as the narrative reaches a climactic showdown 3) Extra effort used for power stunts is a must-have for any superhero game From Champions: If a drawback isn't really a drawback, then it's not worth anything. This was derived from limitations on powers or cheesed up disadvantages that are so rare that they shouldn't really be worth points. And I used it with magic item creation in 3e D&D - if someone applied class or alignment limitations to magic items they were making and they matched their own characteristics, then the limitations weren't really worth a discount. From The Alexandrian: Let it roll. If you're going to roll for some uncertain task, roll once and let it ride until something significantly changes. Otherwise, you bog down in die rolls. From Call of Cthulhu, Ravenloft: Horror lives in the uncertain. Don't identify, describe and use emotion-laden terms. From D&D: Give the monsters an even break, even if you are fans of the players. [/QUOTE]
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