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What's your favorite superhero TTRPG and why?
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<blockquote data-quote="timbannock" data-source="post: 8515099" data-attributes="member: 17913"><p>I don't mind going into detail since we're very conscious of our system being (1) backwards compatible with other FASERIP games, (2) not meant to replace some person's favorite version of FASERIP, but rather exist as optional add-on rules, and (3) act as an affordable, in-print option for fans of the podcast we use the system in.</p><p></p><p>It's purposely very, very similar in order to fulfill our Book 1 promise of backwards compatibility. That said, it does have one additional combat result wherein Yellow and Red results not only do the special effects noted by attack type -- blunt might Slam or Stun, Shooting might Bullseye or Kill, etc. -- but you also get +1 to the rank of the results effect for Yellow and +2 for Red. So there's a very slight variability there. Plus certain advanced combat tactics might also influence damage (true in original FASERIP; no change there), which we've made some a little easier to implement in an effort to place a bit more focus on teamwork strategies.</p><p></p><p>Combats are thus just a little more variable, erring on the faster side. This is intended, and vaguely mitigates the fact that the social conflict rules we've added to the system provide another avenue of conflict, so we wanted most conflict -- physical or social -- to resolve a tiny bit faster by design.</p></blockquote><p></p>
[QUOTE="timbannock, post: 8515099, member: 17913"] I don't mind going into detail since we're very conscious of our system being (1) backwards compatible with other FASERIP games, (2) not meant to replace some person's favorite version of FASERIP, but rather exist as optional add-on rules, and (3) act as an affordable, in-print option for fans of the podcast we use the system in. It's purposely very, very similar in order to fulfill our Book 1 promise of backwards compatibility. That said, it does have one additional combat result wherein Yellow and Red results not only do the special effects noted by attack type -- blunt might Slam or Stun, Shooting might Bullseye or Kill, etc. -- but you also get +1 to the rank of the results effect for Yellow and +2 for Red. So there's a very slight variability there. Plus certain advanced combat tactics might also influence damage (true in original FASERIP; no change there), which we've made some a little easier to implement in an effort to place a bit more focus on teamwork strategies. Combats are thus just a little more variable, erring on the faster side. This is intended, and vaguely mitigates the fact that the social conflict rules we've added to the system provide another avenue of conflict, so we wanted most conflict -- physical or social -- to resolve a tiny bit faster by design. [/QUOTE]
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