Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
|
For the SW Supers games I've played and run in it seems that a common theme is often to put the Supers up against a single baddie, but I find that scenario is almost overly sensitive to dice acing like crazy. The best combats tend to be the ones that are a bit more tailored to be team-v-team and that have both weaknesses to certain opponents but are also the bane of other opponents.
Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
#21 |
Senior Member
Join Date: Feb 2010
Posts: 874
|
Quote:
And the Editor can sometimes be something of a challenge. I've gotten so I'm halfway comfortable with it, but it took some serious practice and doing an entire setting file before I really felt good with it, and then only really with Savage Worlds (though I could probably do most of what I wanted with the M&M files, too). Just as an aside, I'm another really old superhero system guy. |
|
#22 |
Senior Member
Join Date: Feb 2010
Posts: 874
|
Quote:
In its way, its much like a critical hit system, and relatively few people are used to dealing with relatively rough critical hit systems. In addition, SW has a tool for buffing off the edges of most open ended rolls (bennies) but it makes kind of perverse incentive for using them for other purposes, and of course if the result is extreme, even a bennie won't help. I suspect your friend did something like look at the statistical average for acing, but didn't consider that for impact on play, its not just that but severity that has an impact. Also with large numbers of dice, how visible it is is rather more likely to occur (with six dice of damage, you should probably see at least one reroll about every other damage roll for example). |
|
#23 |
Senior Member
Join Date: Feb 2010
Posts: 874
|
Quote:
A lot of superhero games also have particular issues with multiteaming being over-attractive in general; while there's a fine old tradition of superhero-team-up-against-more-powerful-opponent, its far less common to see all the members of a team pick on one member of an opposition team, then move on to the next, but to one degree or another, almost all make that too attractive (some of these are older games--Hero/Champions is just as bad about it as any other game focused on accumulated damage--but they aren't alone or even necessarily worst--the worst example I've seen is actually Supers! RED). |
|
#24 |
Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,549
|
For a Variable Power Pool, take a look at Super Sorcery.
_ Currently In Development: Savage Pathfinder Future Development: SWADE Super Powers Companion, SWADE Fantasy Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#25 |
Senior Member
Join Date: Feb 2010
Posts: 874
|
I suppose there is that, though the rules don't seem to encourage it for general use.
|
#26 |
Junior Member
Join Date: Nov 2014
Location: Russell, KY
Posts: 13
|
|
#27 |
Senior Member
Join Date: Nov 2010
Location: Metairie, LA, USA
Posts: 1,819
|
Quote:
Otherwise I don't really have too many issues with SW in many-on-one fights outside of Supers. There are solid ways to to make a fight challenging enough to get the players having to think of a way to deal with a baddie (high parry requires a different tactic than high toughness, for example, and things otherwise invulnerable to all but their particular weakness can be very challenging as well, things like that). And in those few cases where you big-bad woozle does get taken out in one hit I've yet to see a group of players actually complain about that. It may feel a little disappointing as a GM but recognizing that they players feel like "Holy crap, you took it out in one shot!" with high fives all around, that ends up feeling pretty epic in its own right. I think it some ways its something I kind of like about Savage Worlds. It could just be how I approach it, though. Lenny Zimmermann Metairie, LA, USA Data files authored (please let me know if you see any issues with any of these if you have/use them): Official (In the downloader) 50 Fathoms, Deadlands: Hell On Earth, Deadlands: Noir, East Texas University, Necessary Evil (requires Super Powers Companion), Pirates of the Spanish Main, Space 1889 (original file by Erich), Tour of Darkness, Weird War II, Weird Wars: Rome Coming Eventually Evernight (LWD has completed their review but I have some fixes to make first... although Pinnacle mentioned this might get an overhaul to SWADE so I may just wait for that first. If you just HAVE to have this now, though, just PM me) |
|
#28 |
Senior Member
Join Date: Nov 2009
Posts: 891
|
I have never seen a RPG where many-to-one fights were done well. Even in d20 games the action economy is the main thing. Single bosses get hosed. That is why you add in other things like more enemies, terrain, and other situations that favor the opponents.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#29 |
Senior Member
Join Date: Feb 2010
Posts: 874
|
Yeah, but I meant here its pretty much only discussed in the context of what the power is called; with others you at least see discussions of Gadget Pools and other such powers that are limited more conceptually than by what they can specifically do.
Their equivalent is always going to be a construct that needs to be handled with care, on both balance and overhead grounds. |
#30 |
Thread Tools | |
Display Modes | |
|
|