|
Post by WildKnight on Dec 13, 2010 20:41:39 GMT -5
Well, give them the option to go up to like 10(picked because it's a nice round measure), and then give them the option of going up to like 11 in two stats. Then make 11 halfway reasonable. Instead of a ton, maybe half a ton(super human, but not overly so). Or something like that, I'm just brainstorming here. 1 - 10 for humans, and then stretching the whole chart from 1 - 20 could really work. But you'd definitely have to tweak the energy rules alongside revising the D&R chart.
|
|
|
Post by Dullahan on Dec 13, 2010 20:43:58 GMT -5
Such as?
|
|
|
Post by WildKnight on Dec 13, 2010 20:48:48 GMT -5
Well, you'd have a lot more stones being thrown around, so you'd have to have much higher Energy Pools and Regen Rates to match. Or something has to be built into the system to reduce the number of overall actual stones spent to achieve maximum effect (like Speeds cost of 1 stone/3 levels on the chart)
|
|
|
Post by Dullahan on Dec 13, 2010 20:54:30 GMT -5
Higher energy pools seems like the way to go I think. Speed makes sense, as the speedsters never seem to get tired much, no matter how fast they run, but strong men get tired when they're lifting on the high end of the spectrum.
Maybe break up Durability, like a lot of people do, and then have your Energy Reserve be that stat X4 or X5.
So if you have a 5 in Stamina, your energy reserve is 20-25, so you can lift something at the top end of lifting strength easily, but you won't be able to keep it up all day unless your energy regeneration is similarly superhuman.
|
|
|
Post by takewithfood on Dec 13, 2010 21:06:23 GMT -5
I've restructured the D&R chart before. It really isn't hard. What takes more time is focusing in on mundane combat (close combat, ranged combat, etc) actions so that you have more options to choose from in a game where you can't justify a force blast or a mastery or teleportation, etc. This is what I started doing for my Buffyverse game. I have another set that I haven't published yet for a Street Fighter-style game where human limits are set at 5 (though there is some supernatural stuff going on, so stats above 5 would definitely exist). At the risk of repeating myself, this is the same thing you do in any system: step back to the bare bones, and rebuild what you really need. It's just easier with MURPG because the rules are already so sparse that you don't need to write an entire manual. ~TWF
|
|
|
Post by ironfox on Dec 13, 2010 22:53:58 GMT -5
My RL GM used this one simple fix to the energy problem. E = 5x Durability. We've been playing this way for months and haven't run into human E problems and even though the super DUR heroes are benefiting from this as well, all it seems to have done is make it so that they feel more like their comic book selves.
No one even bothers with Energy Battery in our games anymore.
EDIT: It has also taken care of the problem where it was pointless to take an Action all the way to 10 with human DUR.
|
|