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Post by Neros on Jun 29, 2006 6:36:57 GMT -5
To be honest, the only real problem i have with the MURPG rules are the problems with energy and normal characters (all that about limiting their Durability and then freezing their energy at 9), but thats a whole other topic... But ive completly stopped thinking about this topic, because this problem dosent really matter... Because theres so much i love about the system that outweighs this problem greatly... Dont even really see it as a problem any more... So im just gona let it be as it is, and enjoy the game
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Post by rennyn on Jun 29, 2006 18:00:07 GMT -5
Too complex for the MURPG system. Keep it simple and quick.
I agree with Neros.. the only issue is Energy. And that can be found with the Energy Battery and Extra Recovery house rules that have been posted
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Post by jimforce on Jun 29, 2006 18:52:24 GMT -5
I agree with Neros and Rennyn...it's fun to reinvent the wheel, but eventually you'll end up with D&D, or worse...GURPS. The simplicity of having effort and effect homogenized into one number...the AN...is one of the most beautiful things about this rules system. Trust me...after 16 or 17 years of D&D, the more abstract the rules the more you can focus on great character and story development. Why hem yourself in with an overly complex rules set? If the abstraction isn't to your tastes...there's always Mutants & Masterminds
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Post by Neros on Jun 30, 2006 8:24:54 GMT -5
Ive not understood how Mutants and Masterminds work... I looked in the book and closed it. Rubbed my faithful MURPG book and leaved the store... Or well, something like that...
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Post by jimforce on Jun 30, 2006 10:29:17 GMT -5
While I have some of the Mutants & Masterminds books as .pdfs on my computer, I'll admit that I have not read them yet. But they are based on the d20 rules, so anything that is wrong with D&D is no doubt wrong with M&M. As I understand it, there are a bunch of additional, non-D&D, rules in the book to make a supers game playable using that rules set...but I despise the whole "tack some more rules on...that'll make it better" mentality of games like GURPS and D&D. Layer after layer of rules patches until the whole thing becomes a crooked beast with no top or bottom.
That's why MURPG rules.
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Post by powerfull on Sept 9, 2006 10:12:29 GMT -5
I have a new rule suggestion to differenciate between effort and effect. It is primarily intended to be used as a MTR (Marvel total realism, check thread under house rules) so it's fairly complicated. But you can use it in mainstream marvel if you like.
STR : Strength CC : Close Combat RD : Reflexive dodge Tgh : Toughness FF : Force Field WM : Weapon modifier
CC only combines with STR. CC means skill and finess, ans STR means brutality. Defences also get seperated in two. Active and passive. Active defence is your RD value + the stones you put in CC. Passive defence is your FF and/or TGH. RD is more effective against STR, and Tgh is more effective against CC.
When you attack, you decide how many stones you're gonna pun into str and how many into CC and your opponent does the same (it is always better for him to spend in CC and then STR however) . You first compare your CC against the opponent's active defences, CCvsCC, CCvsRD and CCvsSTR in that order. CC Negates those on on a 1to1 basis. Now there are 2 things that might happen.
1) If your attack doesn't have enough stones to pass the enemy's active defences, you use your STR and/or WM to do so (as stated above this rule is primarily intended to be used with the rules presented in Marvel Total Realism. Under these rules, all CC weapons would probably be treated like modifiers. If you decide to use it in mainstream MU, you should use STR OR WM) . Your STR and WM negates CC and STR on a 1to1, but negates RD on a 3to1, meaning that you need a full WHITE stone to remove a red stone of RD with STR. What remains of your STR and/or WM, goes against the opponent's Passive defences on a 1to1 basis.
2)If your attack has enough stones to pass the enemy's active defences, you use your STR and/or WM against the opponent's passive defences. They negate passive defences on a 1to1 basis. If you get past them like this, you add your remaining CC stones to damage. if you don't get past the opponent's defences with your STR and/or WM, you use the remaining CC stones to do so, but CC negates FF and Tgh on a 3to1, meaning that you need a full WHITE stone from your CC to negate one point of toughness. Those that pass through, get to dammage your opponent.
Some things should be pretty obvious here. It's a LOT tougher (although possible, maby he hit a nerve) to use martial arts to hurt a very tough opponent. It's also A LOT EASIER for a person with good reflexes to defend against opponents with great strength but little skill in hand to hand, but it would take a good combatant nontheless to hold it's own against a guy with enough strength to destroy a tank (maby he avoided the blow but not the bricks from the wall the hulk smashed behind him) . I think this is almost as close to reality as it can get for a superhero game.
With slight modifications the rule above can be used in every sittuation to differenciate between Skill and Raw Power in a more comic-like fashion. Ranged combat would use RC + Targeting like CC, and WM like STR or WM in pretty much the same function. Energy blasting heroes and enemies that don't combine their power with RC however, use only their targeting for aim, wich makes them almost worthless against fast opponent's without additional modification however.
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