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2008-06-09, 03:34 PM (ISO 8601)
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- Dec 2007
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Roll-over or dicepool Superheros?
I want to buy a super hero game but i am having a problem.
I can't quite get the roll under skill stat systems that are common.
(GURPS, tri-stat dx)
what are the universal or supers games in print that have you roll over something or roll a pool of dice?Originally Posted by celebrityomnipath
True story, in Shadowrun, THAT game:
"Trust a [what ever minority we were picking on that week] to bring a knife to a gunfight."
"It wasn't a gunfight until you pulled a gun. In fact it wasn't even a fight until you pulled a gun. It was a conversation."
I think, "Live fast, die young, leave an impressive crater," is my new motto.
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2008-06-09, 03:41 PM (ISO 8601)
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- Jun 2007
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- Norway
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Re: Roll-over or dicepool Superheros?
How about the d20 based Mutants and Masterminds.
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2008-06-09, 03:45 PM (ISO 8601)
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- Apr 2007
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- GMT-5
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Re: Roll-over or dicepool Superheros?
Spoiler
played the Space Pope in Total War 2125
..and the Papal States of Luna in Total War 2260
Playing
The Gears Chosen in Total Way: Broken City
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2008-06-09, 04:39 PM (ISO 8601)
- Join Date
- Jun 2007
Re: Roll-over or dicepool Superheros?
You could also just reverse the TNs. For example for Hero, it's easy. Swap 11 and 10, 12 and 9, 13 and 8, 14 and 7, 15 and 6, 16 and 5, 17 and 4, 18 and 3. Now you want to roll high. Personally, I'm curious as to why you can't get roll-under systems. I've heard of people with that issue but never understood the reason.
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2008-06-09, 05:19 PM (ISO 8601)
- Join Date
- May 2007
Re: Roll-over or dicepool Superheros?
Supper-heroes! Captain Porkchop and the Baked Potatoes have defeated the evil Prince Lima Bean yet again.
I have to vouch for M&M as well. I only recently picked it up and have been looking it over. It's different enough from the d20 you're probably familiar with that it will DEFINITELY not feel like more of the same, but the skill system is similar enough that you don't have to try to wrap your head around something new. I have no information for you regarding your actual question though.Last edited by Irreverent Fool; 2008-06-09 at 05:23 PM.
On DMPCs: "Remember, nothing will spice up your campaign quicker than long descriptions of NPC’s doing spectacular stuff while the players sit around and watch." -Shamus Young, DM of the Rings
Divide By Zero: Irreverent Fool, you are my hero.
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2008-06-09, 10:03 PM (ISO 8601)
- Join Date
- Dec 2005
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Re: Roll-over or dicepool Superheros?
I'm rather partial to Aberrant myself, but it can be a bear to find and there are a few minor balance issues.
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2008-06-10, 12:34 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Northern Alabama
- Gender
Re: Roll-over or dicepool Superheros?
I'll vouch for Mutants and Masterminds 2.0.
Best Super Hero game out there, in my opinion.
Loved the Aberrant setting, but there are balance issues galore, and you'll need to get a communal bucket-o-d10's in order to play.
Do not go anywhere near the d20 adaptation of Aberrant. If you even find a copy you should buy it, then burn it. ;-)
Something that is super-hero-ish, but not exactly is a more recent white wolf product called Scion. It has three parts (Hero, Demigod, and God), you'd only need the Hero book to start. It's sort of a cross between epic fantasy and superheroes (no costumes, lots of secret identities, and high powered play). I've not played it, but the concept is neat.The first person who mentions "maturity" while we are discussing a complex game of "pretend" . . . loses.
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2008-06-10, 12:38 AM (ISO 8601)
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- Nov 2007
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- Indianapolis
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Re: Roll-over or dicepool Superheros?
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2008-06-10, 01:41 AM (ISO 8601)
- Join Date
- Feb 2008
Re: Roll-over or dicepool Superheros?
Godlike, but that's a veeeeeeery different kettle of fish from what you're talking about.
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2008-06-10, 09:43 PM (ISO 8601)
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- Dec 2007
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Re: Roll-over or dicepool Superheros?
Well , the problem is that i don't see a way that the contested rolls affect each other. Skills aren't touching, the greatness of one does nothing to the abilities of another. It's just the dice.
Though i did have an idea of having a small proportion of enemy skill subtracted from the target; 1/4 or 1/6 something like that.
the other problem is going over 16 for gurps or two full die for tri stat.Originally Posted by celebrityomnipath
True story, in Shadowrun, THAT game:
"Trust a [what ever minority we were picking on that week] to bring a knife to a gunfight."
"It wasn't a gunfight until you pulled a gun. In fact it wasn't even a fight until you pulled a gun. It was a conversation."
I think, "Live fast, die young, leave an impressive crater," is my new motto.
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2008-06-10, 09:57 PM (ISO 8601)
- Join Date
- Mar 2007
Re: Roll-over or dicepool Superheros?
Scion.....that is all
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2008-06-11, 09:43 AM (ISO 8601)
- Join Date
- Jun 2007
Re: Roll-over or dicepool Superheros?
Contested rolls in such systems are usually done by comparing the degree of success. For example in HERO, one person (Fourteen Man) has a 14- roll (i.e. succeeds on a 14 or less) rolls against one (Eleven Man) with a 11- roll. Let's say Fourteen man gets a 12 while Eleven Man gets a 10. That means Fourteen Man beat his roll by 2 while Eleven Man beat his by 1. Therefore Fourteen Man won. You can also do it if whoever loses least (if say both rolled 15s or something). My bet is that tri-stat and gurps do the same (it's been a while and older editions since I've taken a detailed look at them).