I'd like to hear more of your house rules. You could PM so as to not clutter thread. I also have my own little house rule ideas although I've not been able to play as much as I'd have liked.
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Half-Powers:
Just as some powers count for two, same powers shall only counted as 0.5 for determining Determination (and costs in point-buy).
These are considered half-powers:
Aquatic
Chameleon
(Stretching) (not sure)
Burrowing
Leaping
(Swinging) (not sure; should also provide Binding as an associated power)
Wall-Crawling
Interface
Postcognition
Precognition
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New way to determine Determination:
By Power Levels
Add up the levels of all of the hero’s powers, along with any ability poits above level 6 (7 becomes 1,
8 becomes 2, 9 becomes 3 and 10 becomes 4), and divide the
sum by 6, rounding down. Subtract this value from a starting value of 6, with a minimum of 1, to
determine the hero’s starting Determination. Powers that count double in Icons have their power
level doubled before they are added to the total.
For example, a hero with Strength 8, Blast 7, Flight 5, and Invulnerability 8 has a sum total of 22
levels. This total, divided by 6, equals 3.66, which rounds down to 3. Subtracted from a starting
value of 6, this provides a starting Determination of 3. On the other hand, if the hero’s Flight level
were 7 (for a total of 24 levels), then dividing by 6 yields a value of 4, for a starting Determination of
2. Likewise, if the three powers were all level 4, for a total of 14, it yields a value of 3.5, rounded
down to 3, for starting Determination 3.
This approach takes relative power level into account, with averages similar to the default
approach, but providing a slight edge to heroes with lower overall power levels and charging a
premium for those with relatively few powers at high levels. It als provides a fairer measurement for a hero
with one ability at 7 vs another with multiple at 6.
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Superman and Robin:
"The Boy Wonder is - believe it or not - a frequent partner of Superman's. Yes, The Dark Knight's junior partner has teamed with Superman several times in order to counter crime.
Sometimes Batman has been injured, and so Superman has done his friend a favor and watched over the boy sidekick. Other times, Robin has joined Superman to tackle cases in which crime waves have impacted both Metropolis and Gotham City. Robin is also a close friend of Superman's Pal Jimmy Olsen."
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The article says it... I also saw Superman team-up with Jimmy Olsen, but I wouldn't say they would gain the same "screen time" in what I consider a "typical" supers scenario.
Again, that's because Wall Climbing is not Flying. 9 apples vs. 9 oranges.
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Telepathy vs. Super-Strength = 9 apples vs. 9 oranges, yes.
But both Wall-Climbing and Flying provide advanced movement options in vertical directions. Give me one sample where someone would say: "We had all those flying heroes, but we really needed one who is really good at climbing...".
Last Superhero game I played was M&M 2nd edition. Was not really good for what I wanted to do in a supers game so I am looking for a simpler system. I played DC Heroes back in college 20 years ago and that was about the right level of rules for me.
Anything new of that level of complexity?
I sadly cannot help you... for my brain, M&M is easier tha DC Heroes...
I think it is partly which systems you already know and how you remember them.
BTW, M&M 3e uses a DC Heroes like measurement table
