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Post by comicfan on Apr 4, 2011 17:05:08 GMT -5
I had recently come up with the brilliant (and I mean that sarcastically) idea of trying a Power Rangers campaign. Sadly Hypster beat me to it, so I'm stalling for a while so I don't steal his thunder (I'm kinda nice that way). Anyway while thinking this campaign out I was running into a few snags. Problems I need to work out before I really bother with recruitment. I thought I'd share them here, get some player input, and maybe a sneak peak at who might be interested.
Anyway the first issue was what system to try with this. I know three systems we could use for this, and issues why I don't think I'd want to use them: DC Adventures (Mutants and Masterminds 3rd edition), MURPG, and BESM 3rd edition.
MURPG has the obvious reasons for not playing it, Energy. Everyone gets upset because they don't have enough energy and to be honest I don't like some of the ways people have tried to fix it. Buying energy regen might be the way to go, but I'd have to adjust durabilities cost as it takes something away from it.
DC Adventures is mostly because I don't think a lot of people know about it, or how to build characters using it. Honestly I'm not the best person to teach it. That and I have no idea what a good power level for a Power Rangers game would be (I want to say power level 10, but I'm just not sure). BESM I don't want to use mostly because I'm still figuring it out. It's a good choice as the Sentai Member template (3rd Edition turned the classes into templates) is essentially a Power Ranger template, but I'm still getting the hang of the rules, and the last thing a player wants is a GM with no clue what he's doing.
The next issue I had was the rangers and zords. I already figured out rangers for both DC Adventures and MURPG, essentially making the rangers an alternate form (Transform self in MURPG). If I use MURPG I'd make it a house rule that easy to learn actions (Actions with Action Number as the cost) would not have to be bought twice for both forms, instead you pay the more expensive version. However zords are what makes this game difficult for me, I just don't know how to handle them and the Megazord in any of the three game systems. I'd be interested to know how previous GMs who attempted a Power Rangers game would have done it, assuming they tried using zords.
Thoughts, ideas, I'm open to constructive criticism. Provided of course it doesn't turn into non-stop flaming.
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Post by jayholden on Apr 4, 2011 17:33:24 GMT -5
How I resolved Durability:
Buy energy regen at 1 white stone (ws) per point of regen.
Buy energy pool at 1 ws per 5 total energy.
Buy health at 1 ws per 4 red stones. Stop measuring health in white stones.
(Optional) Buy health regen at 2 ws per stone regenerated per panel.
The above costs about 2 ws more than buying the equivalent Durability but allows for easier customization. Adjust stone count to 42.
I would recommend allowing the characters to build Zords separately from their characters. No need to bother with Transform Self.
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Post by comicfan on Apr 4, 2011 18:01:18 GMT -5
How I resolved Durability: Buy energy regen at 1 white stone (ws) per point of regen. Buy energy pool at 1 ws per 5 total energy. Buy health at 1 ws per 4 red stones. Stop measuring health in white stones. (Optional) Buy health regen at 2 ws per stone regenerated per panel. The above costs about 2 ws more than buying the equivalent Durability but allows for easier customization. Adjust stone count to 42. That seems more complicated than it should be, having to buy three separate things Just to get health and energy. I'm not trying to knock your idea, I'm just saying it seems to complicate things, by buying one stat for your energy and another for your regen. I would recommend allowing the characters to build Zords separately from their characters. No need to bother with Transform Self. Transform self was for the Ranger forms, not the zords, and would have reflected the fact they were more powerful in that form than in their secret identities. I thought of having zords work like vehicles, which raises the question of how to handle the megazord? (In other words who would operate it, and what would the other rangers do while in the Megazord).
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Post by Brainstem on Apr 4, 2011 18:18:36 GMT -5
I'd say to go with PA instead of Transform Self when it comes to the rangers. Nothing about them really changes, they just get more souped up.
Also, I think d20 Modern could be a fun way to play Power Rangers, and doesn't the Future book have rules for creating mechs?
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Post by comicfan on Apr 4, 2011 18:48:00 GMT -5
Yeah the only problem is, I don't have d20 modern. Well I do, but it's in a box in storage, and I don't have a clue which box it's in.
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Post by Brainstem on Apr 4, 2011 18:58:44 GMT -5
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Post by comicfan on Apr 4, 2011 19:10:27 GMT -5
OK, well I thank you for providing a link to that site, it would help a lot with using d20 modern for power rangers rpg. Now what would you suggest for zords, what sizes would you make the standard zords, and what size the Megazord? I wanna say Huge for the individual ones, and Gargantuan for the Megazord, but I'm not sure how good that would be...
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Post by Deleted on Apr 4, 2011 19:15:33 GMT -5
Don't rule out MnM 2e. It's cheaper, and probably more people own it, or will be more likely to buy it. Also, the Cortex system is suppose to be really adaptive, but I'm still studying it.
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Post by comicfan on Apr 4, 2011 19:16:26 GMT -5
I don't have M&M 2e, infact I never even heard of M&M until I got DC Adventures.
EDIT: I'm not saying I wont try other RPGs, I'm just saying BESM 3e, DC Adventures (M&M 3e), MURPG, and now D20 Modern are the only ones I know of that can support Power Rangers. I have no problem using other systems, provided someone can get me the material so I can learn the system well enough to GM it.
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Post by Brainstem on Apr 4, 2011 20:07:49 GMT -5
I'd say gargantuan for the individual Zords and colossal for the Megazord. The Zords, after all, are a touch bigger than an Aston Martin.
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Post by Deleted on Apr 4, 2011 20:47:38 GMT -5
I know that the powered armor rules would take care of zord creation, but I think the "megazord" would have to be some kind of more power the zord's have with a couple of disadvantages like needing the other zord's, and it only being the one maybe two forms. m&m 2 or 3 could make a power rangers game. I would say Cortex would be with looking into, but I haven't finished the book yet. I just got it because allot of players told me you could easily adapt it to any campaign.
Rule wise m&m 2e and 3e are both pretty simular except for small differences. In fact I understood more about 3e after I went back and read the 2e core book.
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Post by Deleted on Apr 4, 2011 20:47:39 GMT -5
I know that the powered armor rules would take care of zord creation, but I think the "megazord" would have to be some kind of more power the zord's have with a couple of disadvantages like needing the other zord's, and it only being the one maybe two forms. m&m 2 or 3 could make a power rangers game. I would say Cortex would be with looking into, but I haven't finished the book yet. I just got it because allot of players told me you could easily adapt it to any campaign.
Rule wise m&m 2e and 3e are both pretty simular except for small differences. In fact I understood more about 3e after I went back and read the 2e core book.
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Post by comicfan on Apr 4, 2011 20:51:35 GMT -5
Well I was going to save colossal for zords like Serpentera, which can make Megazords look like Action figures by comparison. I thought Anything larger than Large was bigger than an Aston Martin.
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Post by comicfan on Apr 4, 2011 21:03:05 GMT -5
I know that the powered armor rules would take care of zord creation, but I think the "megazord" would have to be some kind of more power the zord's have with a couple of disadvantages like needing the other zord's, and it only being the one maybe two forms. m&m 2 or 3 could make a power rangers game. I would say Cortex would be with looking into, but I haven't finished the book yet. I just got it because allot of players told me you could easily adapt it to any campaign. Rule wise m&m 2e and 3e are both pretty simular except for small differences. In fact I understood more about 3e after I went back and read the 2e core book. What are the small differences? Point costs, attributes?
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Post by Deleted on Apr 5, 2011 5:48:03 GMT -5
Basically, the cost of attriunutes and skills have changed. Like MnM 2e you have a base 10 for abilities. To get a plus one on a bunks you have to pay two points to raise the bility to 12 then you have a +1ability bonus for the ability bonus as opposed to 3e where you start with 0 and pay two points per attribute rank. So, in 3E you would pay two points to raise your attribute from 0 to 1, and then you would have the plus one bonus for the same cost and effect as it would have been in 2 E it just looks a little different.
There are other small things like that, but it's basically the same game. I think they just came out with a new addition to get people to buy more books. There differences don't really seen that major though.
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