Crisis of Fate: Prologue May 16, 2019 12:11:53 GMT -5
Post by mcr on May 16, 2019 12:11:53 GMT -5
Was thinking similar things about Raven. Beast Boy might be a better fit, but, and I'll repeat this for whatever its worth is in mentioning again, I see this as set indeterminately early in a rebooted DC continuity where there aren't any real superteams and the characters could be founding members for a new Justice League. So more prominent heroes would be given preference over more peripheral characters (Superman vs., say, Karate Kid), and characters higher on their family tree will be given preference over characters lower on their family tree (Bruce Wayne vs., say, Tim Drake). I'm willing to budge a little from that for the right character, if there's a way to make it work, but just hopefully folks will keep that in mind who are still working on pitches.
On the subject of folks still working on pitches, a couple questions for folks:
1a) Would you prefer using Durability, or splitting it into Health/Energy/Regen? Normally I use Durability because it's easier to compare similar-ish characters if one them has had their stats published in one of the books (Hawkeye and Green Arrow are good examples). But which do you prefer?
1b) I'll preface this question by acknowledging that folks have had differing ideas about this in other games and don't want to start a long debate about this, but how would you suggest scaling DC characters to the MURPG system? Though I haven't really analyzed the numbers from specific pitches in depth, I've seen some folks with very high numbers, and know other folks are working on more "street" level heroes as well and am worried that the gulf in absolute power level might be too high to not just point the big guns at any problem and say "you handle this". This is a narrative problem in the comic books too, trying to explain why, for example, Superman doesn't instantly round up all of Gotham's Rogues and put them in the Phantom Zone, and to some extent there's an attitude of "just go with it" that has to be involved, which is the long way of saying "look, I don't expect one easy right answer".
One possible solution which I've seen to some extent in other systems is to use a sliding scale of narrative importance - how important for Character X is it for him to be good at ABC as opposed to Character Y? Take, for example, Batman and Sherlock Holmes. Both are generally written as some of the smartest characters in their universes and among the best detectives. But being an intelligent detective is pretty much all Sherlock's got, whereas Batman also beats up people, does covert/black ops type work, runs a company, and occasionally leads or coordinates other superheroes in team-ups (usually when Superman isn't around). So maybe Sherlock gets a 10/10 (for example) in intelligence and detective skills and Batman gets a 7/10 (for example). Some of the RAW D&R chart portions appear to be written with something similar in mind - the sections for scientific and educational expertise seem to be written in a way that compares characters on a scale of 1-10 rather than against objective units of measurement like tonnage or miles per hour. Would comparing characters to one another on a scale of 1-10 help reduce the gulf between characters who are more "street" level and characters at the top of the DC Weight Class and give the "street" level characters more to do that the heavy hitters can't? And would it make it easier to write up NPC's and villains who are of similar Weight Classes to the heavy hitting heroes so that you're not playing pin the tail on the D&R chart (giving, for example, Mongul and Zod the same strength score of 9/10 rather than trying to figure out if Mongul gets an 18 and Zod gets a 20 or 21 or whatever)? Again, definitely don't want to start a long argument about this, but just, in general, what would be easier to manage and more inclusive for all the characters involved?
2) Another thorny subject: magic and similarly powerful masteries. As with scaling, I don't want to start long debates, but I generally tend to treat mastery of magic as being similar to a mastery of a powerful element, and compare a stone of one against a stone of another as being equal if all other things are equal. When Stone counts are involved, I justify the more expensive ones as being so not because they are more powerful per se but because they are generally more versatile. You can teleport with magic but not with mastery of fire.
But all other things being equal, I tend to treat, for example, a one stone magical lightning blast as the same as a one stone light construct laser beam, which is just as effective as a one stone freeze ray, and so forth. But, especially in the big Crisis Crossovers, magic tends to feature prominently for at least some of the characters and for some of the overall plot, and maybe it makes sense to treat is "special" and "different" for narrative purposes. The Mastery of Magic RAW are notoriously opaque, but do folks have general thoughts about whether Magic should be treated differently for purposes of this game?