Post by takewithfood on May 11, 2010 13:14:35 GMT -5
Hey gang,
So, here's the deal: I'd like to run some MURPG games in settings that are much lower-power than even the usual Marvel setting, but doing so while using the standard MURPG system (or 2.0) poses a problem: When everyone is stuck with abilities at 3 or lower, and few to no "super" powers, every character starts to look more or less the same - and the game gets really, really boring.
What I'd like to do to fix this is come up with a set of house rules that expands powerless, and low-ability combat.
For example, I've been working on a new D&R chart based around the concept of expanding the "natural" limit for abilities to 4 instead of 3. So far, it looks something like this:
As you can see, the system works by roughly doubling at each step (with some rounding off happening here and there). In extreme cases, an individual might be able to temporarily exceed their limits by one step (by spending a Drama Stone, which I'll get to another time) - for example, Olympians are deadlifting just over 1,000 lbs these days.
Similarly, for speed, I've worked up:
Again, this follows the pattern that an ability score of 1 is your ailing grandma, 2 is most people, 3 is that guy at the gym, and 4 is the guy on that team you cheer for.
The leaping row needs a little work (it can really just be dialed back a step), but you get the point.
Aside from fixing the D&R chart, we'd need to expand on some of the non-powered actions - particularly the combat actions, since that is a major component of the game. I think it is worth breaking Close Combat into Armed (or "melee") and Unarmed Actions. And each should be filled with potential actions that enable one martial artist to distinguish his/herself from another.
Similarly, Ranged Combat should probably be split into Projectiles (for bows, etc) and Firearms, since being a military-trained sniper doesn't mean you're good with a bow - and vice versa.
An example of what I've worked up for Unarmed Combat so far:
The goal here is to offer some options that expand the Action to something more than just comparing ANs and Ability bonues. I'm working up something similar for the other Combat Actions. Not sure if other Actions really need much work. I'll try to post what I have soon.
Meanwhile, I'd love some feedback to see if I'm headed in the right direction. Ultimately, I'd like to use these rules (and the new magic system I designed) for a Buffy the Vampire Slayer game that I am simultaneously writing. Fingers crossed!
~TWF
So, here's the deal: I'd like to run some MURPG games in settings that are much lower-power than even the usual Marvel setting, but doing so while using the standard MURPG system (or 2.0) poses a problem: When everyone is stuck with abilities at 3 or lower, and few to no "super" powers, every character starts to look more or less the same - and the game gets really, really boring.
What I'd like to do to fix this is come up with a set of house rules that expands powerless, and low-ability combat.
For example, I've been working on a new D&R chart based around the concept of expanding the "natural" limit for abilities to 4 instead of 3. So far, it looks something like this:
Str | Max Weight | Example | Description |
1 | 50 lbs | small dog | feeble |
2 | 100 lbs | child | average |
3 | 250 lbs | adult human | athletic |
4 | 500 lbs | motorcycle | peak human |
5 | 1,000 lbs | bear | superhuman |
6 | 2,500 lbs | sedan | |
7 | 5,000 lbs | humvee | |
8 | 10,000 lbs | elephant | |
9 | 25,000 lbs | school bus | |
10 | 50,000 lbs | cement truck |
As you can see, the system works by roughly doubling at each step (with some rounding off happening here and there). In extreme cases, an individual might be able to temporarily exceed their limits by one step (by spending a Drama Stone, which I'll get to another time) - for example, Olympians are deadlifting just over 1,000 lbs these days.
Similarly, for speed, I've worked up:
Spd | Max Speed | Example | Description |
1 | 3 mph | cross a street | feeble |
2 | 6 mph | 1 block | average |
3 | 12 mph | 2 blocks | athletic |
4 | 25 mph | 5 blocks | peak human |
5 | 50 mph | 10 blocks | superhuman |
6 | 100 mph | 20 blocks | highway car chase |
7 | 200 mph | 1.5 miles | F1 race car |
8 | 400 mph | 3 miles | light aircraft |
9 | 800 mph | 6 miles | mach 1 |
10 | 1,500 mph | 12 miles | speeding bullet |
Again, this follows the pattern that an ability score of 1 is your ailing grandma, 2 is most people, 3 is that guy at the gym, and 4 is the guy on that team you cheer for.
The leaping row needs a little work (it can really just be dialed back a step), but you get the point.
Aside from fixing the D&R chart, we'd need to expand on some of the non-powered actions - particularly the combat actions, since that is a major component of the game. I think it is worth breaking Close Combat into Armed (or "melee") and Unarmed Actions. And each should be filled with potential actions that enable one martial artist to distinguish his/herself from another.
Similarly, Ranged Combat should probably be split into Projectiles (for bows, etc) and Firearms, since being a military-trained sniper doesn't mean you're good with a bow - and vice versa.
An example of what I've worked up for Unarmed Combat so far:
Combat, Unarmed (AN+0 CL)
- free physical Ability bonus
- -2 situational penalty against Melee combat (negated by specialty)
- can't shift stones against projectiles or firearms
Options
+1 CL = Specialties. Choose a martial arts style, such as Shaolin Kung Fu, Shotokan Karate, Tae Kwon Do, etc. Negates or lessens some situational penalties (GM's discretion).
+1 CL = Adaptation. (Requires 2+ Specializations) After fighting an opponent for at least 1 panel, switch styles; gain a +1 situational modifier to Unarmed Combat until opponent also switches styles/weapons; you may only do so once per style, per encounter
+1 CL = Kung Fu Genius. Swap a physical ability bonus out for an Intelligence bonus.
+1 CL = Deflect Arrows. (Requires Agility or Speed 4+) You can shift stones against projectiles by batting them out of the air. If your defense is at least 2 or more stones higher than the incoming attack, you can catch the projectile instead.
+1 CL = Disarm. (Requires a Specialization). Instead of making a regular attack, you can attempt to disarm an opponent. When calculating your opponent's defense, swap their toughness and armor values (if any) for their strength, agility, or Combat AN (whichever is highest); if any "damage" is done, they are disarmed instead of taking damage..
- free physical Ability bonus
- -2 situational penalty against Melee combat (negated by specialty)
- can't shift stones against projectiles or firearms
Options
+1 CL = Specialties. Choose a martial arts style, such as Shaolin Kung Fu, Shotokan Karate, Tae Kwon Do, etc. Negates or lessens some situational penalties (GM's discretion).
+1 CL = Adaptation. (Requires 2+ Specializations) After fighting an opponent for at least 1 panel, switch styles; gain a +1 situational modifier to Unarmed Combat until opponent also switches styles/weapons; you may only do so once per style, per encounter
+1 CL = Kung Fu Genius. Swap a physical ability bonus out for an Intelligence bonus.
+1 CL = Deflect Arrows. (Requires Agility or Speed 4+) You can shift stones against projectiles by batting them out of the air. If your defense is at least 2 or more stones higher than the incoming attack, you can catch the projectile instead.
+1 CL = Disarm. (Requires a Specialization). Instead of making a regular attack, you can attempt to disarm an opponent. When calculating your opponent's defense, swap their toughness and armor values (if any) for their strength, agility, or Combat AN (whichever is highest); if any "damage" is done, they are disarmed instead of taking damage..
The goal here is to offer some options that expand the Action to something more than just comparing ANs and Ability bonues. I'm working up something similar for the other Combat Actions. Not sure if other Actions really need much work. I'll try to post what I have soon.
Meanwhile, I'd love some feedback to see if I'm headed in the right direction. Ultimately, I'd like to use these rules (and the new magic system I designed) for a Buffy the Vampire Slayer game that I am simultaneously writing. Fingers crossed!
~TWF