Post by roxolid on Sept 24, 2011 18:03:34 GMT -5
Anyone tried using dice with this game? Nothing complex, I'm just suggesting a marriage between the old Marvel Superheroes Game and MURPG using the following:
For every stone used/spent roll 1D10
A 10 'explodes' and gives a free, bonus die
A 1 cancels out a bonus die.
Use the Rank numbers of the old MSH game as difficulty numbers, so to lift 10 tons is Incredible (40) Difficulty as shown on:
Let's say Spiderman wants to lift 10 tons, somewhere about the limit of his strength (though in the comics such limits are 'fuzzy' depending on the writer). The player spends 5 stones on Strength, Spideys max.
Rolling 5D10 on www.invisiblecastle.com comes up with:
5d10 → [10,1,5,9,5] = (30)
The roll fails (enough only to lift RM30, 1 ton) and whilst the 10 would've given a bonus (free) die, the 1 cancelled it out.
Let's say Spidey really wanted to succeed though. The player spends 3 of Spideys store of Hero points (earned by good roleplaying and doing good deeds). Every Hero point allows the player to roll an additional D10 that doesn't come from his energy pool and can be used to replace any low/lousy rolls if the player decides. By spending those Hero points the player can choose which five dice Spiderman will use from 8 dice rolled.
The three Hero point dice come up 3d10 → [7,7,8] = (22)
Pretty good! We'll swap all three of those dice for the 1 and two 5s from the original roll, giving us 10,7, 7, 8, 9, total 41. There's a bonus (free die) to roll from the 10 as well, but that no longer matters as the 40 target number has been equalled/exceeded already. He lifts the 10 tons with a supreme effort, which is how it should be. Spiderman ain't the Hulk, after all.
Modifiers don't roll dice. They assume a 'roll' of 7 per point. So Things Toughness of 6 means someone would have to exceed 42 points on an attack to hurt him, very similar to the MSH games' Incredible (40) tough skin the Thing has . Spidermans Reflexive Dodge gives him 21 points of defence even if he doesn't add any extra energy stones/D10s. Thors hammer adds 56 points to his attack. That's a serious amount of damage to dole out, even before he's spent an energy stone!
Health has a new way of measurement. Health Points (HPs) are as follows:
Then add 10 points per point of strength. A normal person (1 strength) has 20 Health points. Spiderman has 170 health points (I am still jigging this about). My aim was to get the health score as close as possible the the FASERIP health scores of the characters.
So if Green Goblin punches Spidey with an attack total (CC+Strength) of 60 rolled points, and Spideys only defence is Reflexive dodge of 21 points, he takes 39 points of damage from his health. At zero health, unconscious.
When a hero clearly has plenty left in the tank for a task at hand, they can 'take 5'. They pay half the energy cost (round fractions up) they normally would and assume a roll of 5 for every die. Say Thor (Strength 10) wants to lift a tank (50 tons, which is Amazing 50 rank in the MSH game). He takes five, pays 5 energy (half the cost he would normally pay for using 10 strength) and gets a result of 50, lifting the tank without breaking a sweat. Spiderman taking 5 gets a score of 25, halfway between Excellent (20) which is 800lbs and Remarkable (30) which is a ton (or 2205lbs). There's roughly 1400lb difference between the two weight scores, so 25 points, being halfway between, adds 700lbs to the 800lbs Excellent (20) can lift. Spiderman can 'take 5' and pay 3 energy stones (2.5, rounded up) to lift 1500lbs without breaking into a sweat.
I tried to adapt as many mechanics as I could from the MSH game. If you aren't familiar with it, take a look at www.classicmarvelforever.com/cms/ in the 'other stuff' and 'downloads' section, to get all the PDFs for free.
It'd need a ground up rethink of a few modifiers and actions, but the point of this was to marry the Marvel FASERIP system to the MURPG game, and dice add an element of unpredictability. It's that element that allow Spiderman to beat Firelord, and the same element that means Spiderman is taken out by a single snipers bullet that skims his forehead (it'd need a lot of rolling 10s, but it's possible, however unlikely). In the game as is, a bullet is more or less shrugged off by Spiderman. With dice involved, anything can happen. It would give a chance of pulling off the impossible, which is what superheroes are all about, in my opinion (no one reads comic books to see if Peter Parker can wash the dishes or fill out a tax return. Seeing Spidey spin a web, any size, and catch thieves just like flies? Now we're talking...)
Just throwing this out there in case anyone might have an opinion, suggestion, tweaks, point a finger and say "that sucks" (and give a reason why) or "it won't work because..." (and give a reason why).
I've been playing about with writing it up for a while to use in a Play by post game I run, so I came back to these boards to ask the most experienced people with the MURPG system, could this work? A marriage of resource management (MURPG) with the old MSH game and a bunch of D10s (or an online dice roller)?
I may be wasting my time, if so, no problem, I'll take my mad ideas elsewhere *gathers papers and looks about shiftily* but once I've written something up I'll probably run a game on here, one on one or a small group, and see how it goes. Just looking for thoughts/opinions right now.
Cheers, Paul
(formerly T0mahawk, if I recall, but it's been... um, years... )
For every stone used/spent roll 1D10
A 10 'explodes' and gives a free, bonus die
A 1 cancels out a bonus die.
Use the Rank numbers of the old MSH game as difficulty numbers, so to lift 10 tons is Incredible (40) Difficulty as shown on:
Let's say Spiderman wants to lift 10 tons, somewhere about the limit of his strength (though in the comics such limits are 'fuzzy' depending on the writer). The player spends 5 stones on Strength, Spideys max.
Rolling 5D10 on www.invisiblecastle.com comes up with:
5d10 → [10,1,5,9,5] = (30)
The roll fails (enough only to lift RM30, 1 ton) and whilst the 10 would've given a bonus (free) die, the 1 cancelled it out.
Let's say Spidey really wanted to succeed though. The player spends 3 of Spideys store of Hero points (earned by good roleplaying and doing good deeds). Every Hero point allows the player to roll an additional D10 that doesn't come from his energy pool and can be used to replace any low/lousy rolls if the player decides. By spending those Hero points the player can choose which five dice Spiderman will use from 8 dice rolled.
The three Hero point dice come up 3d10 → [7,7,8] = (22)
Pretty good! We'll swap all three of those dice for the 1 and two 5s from the original roll, giving us 10,7, 7, 8, 9, total 41. There's a bonus (free die) to roll from the 10 as well, but that no longer matters as the 40 target number has been equalled/exceeded already. He lifts the 10 tons with a supreme effort, which is how it should be. Spiderman ain't the Hulk, after all.
Modifiers don't roll dice. They assume a 'roll' of 7 per point. So Things Toughness of 6 means someone would have to exceed 42 points on an attack to hurt him, very similar to the MSH games' Incredible (40) tough skin the Thing has . Spidermans Reflexive Dodge gives him 21 points of defence even if he doesn't add any extra energy stones/D10s. Thors hammer adds 56 points to his attack. That's a serious amount of damage to dole out, even before he's spent an energy stone!
Health has a new way of measurement. Health Points (HPs) are as follows:
Then add 10 points per point of strength. A normal person (1 strength) has 20 Health points. Spiderman has 170 health points (I am still jigging this about). My aim was to get the health score as close as possible the the FASERIP health scores of the characters.
So if Green Goblin punches Spidey with an attack total (CC+Strength) of 60 rolled points, and Spideys only defence is Reflexive dodge of 21 points, he takes 39 points of damage from his health. At zero health, unconscious.
When a hero clearly has plenty left in the tank for a task at hand, they can 'take 5'. They pay half the energy cost (round fractions up) they normally would and assume a roll of 5 for every die. Say Thor (Strength 10) wants to lift a tank (50 tons, which is Amazing 50 rank in the MSH game). He takes five, pays 5 energy (half the cost he would normally pay for using 10 strength) and gets a result of 50, lifting the tank without breaking a sweat. Spiderman taking 5 gets a score of 25, halfway between Excellent (20) which is 800lbs and Remarkable (30) which is a ton (or 2205lbs). There's roughly 1400lb difference between the two weight scores, so 25 points, being halfway between, adds 700lbs to the 800lbs Excellent (20) can lift. Spiderman can 'take 5' and pay 3 energy stones (2.5, rounded up) to lift 1500lbs without breaking into a sweat.
I tried to adapt as many mechanics as I could from the MSH game. If you aren't familiar with it, take a look at www.classicmarvelforever.com/cms/ in the 'other stuff' and 'downloads' section, to get all the PDFs for free.
It'd need a ground up rethink of a few modifiers and actions, but the point of this was to marry the Marvel FASERIP system to the MURPG game, and dice add an element of unpredictability. It's that element that allow Spiderman to beat Firelord, and the same element that means Spiderman is taken out by a single snipers bullet that skims his forehead (it'd need a lot of rolling 10s, but it's possible, however unlikely). In the game as is, a bullet is more or less shrugged off by Spiderman. With dice involved, anything can happen. It would give a chance of pulling off the impossible, which is what superheroes are all about, in my opinion (no one reads comic books to see if Peter Parker can wash the dishes or fill out a tax return. Seeing Spidey spin a web, any size, and catch thieves just like flies? Now we're talking...)
Just throwing this out there in case anyone might have an opinion, suggestion, tweaks, point a finger and say "that sucks" (and give a reason why) or "it won't work because..." (and give a reason why).
I've been playing about with writing it up for a while to use in a Play by post game I run, so I came back to these boards to ask the most experienced people with the MURPG system, could this work? A marriage of resource management (MURPG) with the old MSH game and a bunch of D10s (or an online dice roller)?
I may be wasting my time, if so, no problem, I'll take my mad ideas elsewhere *gathers papers and looks about shiftily* but once I've written something up I'll probably run a game on here, one on one or a small group, and see how it goes. Just looking for thoughts/opinions right now.
Cheers, Paul
(formerly T0mahawk, if I recall, but it's been... um, years... )