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SPC 3rd edition thoughts

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    JmOz01
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  • JmOz01
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    Radecliffe
    Registered Member
    Radecliffe they did say they will be adding a vehicle power. My BIGGEST problem was always the vehicle holding more than one person. Part of the reason open aired vehicles were fine with me (As passengers would not be protected). I do use the bennies to use other's gear house rule...
  • SteelDraco
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  • SteelDraco
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    I expect Tuesdays are because of something like "Finish up over the weekend, have people review on Monday, release on Tuesday"
  • Ndreare
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  • Ndreare
    commented on 's reply
    I have noticed that PEG seems to like Tuesdays. I have no clue why, but it seems like a lot of the updates I get on projects and kickstarters are on Tuesdays. So maybe we will get it tomorrow or next Tuesday?
  • Radecliffe
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  • Radecliffe
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    JmOz01
    Registered Member
    JmOz01 Spending a bennie to let someone use your vehicle for a scene or encounter seems a reasonable variation on the power stunt to me. A lot simpler than trying to convert power points to currency or the like. Using Switchable is the best option we know of unless they come up with a new mechanic in the new SPC.
  • ValhallaGH
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  • ValhallaGH
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    According to the pledge system, "We plan to deliver the PDF of the book and archetype cards a few days after the project closes." So, probably sometime this week.
  • Felix 987653
    Registered Member

  • Felix 987653
    replied
    I Hope the martial arts compagnion will not be nessessary to do a batman/daredevil/ironfist like superhero.I hope there are still destinctive hand to hand powers in it.
    btw. Any info for when the pdf will dropp

    Leave a comment:

  • Deskepticon
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  • Deskepticon
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    JmOz01
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    JmOz01 Yeah, as SteelDraco mentioned, aging or de-aging a target is probably best handled through Fatigue, either through the Infection power or perhaps Poison. Decay can even be used for aging a target (assuming the power also works on inanimate objects), while Paralysis may be used to turning someone into a helpless infant.

    The point is, there really isn't any express need for a dedicated "aging" power when existing mechanics can easily provide a desired result.
  • SteelDraco
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  • SteelDraco
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    ... huh. That's something I've never considered how I would do in Savage Worlds at all. Turning someone into a helpless form isn't a thing at all in SWADE; in SWPF it would be either the Turn to Stone modifier of Curse or the Transform modifier for Shape Change. In SPC terms I expect it would be a trapping of Infection maybe, to turn someone either younger or older so they're penalized (levels of Fatigue) and then Incapacitated.
  • JmOz01
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  • JmOz01
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    Deskepticon
    Registered Member
    Deskepticon I agree about point two and three, and even sometimes #1 (especially open air vehicles) , but feel there are enough benefits to a "Rodent mobile" that switchable just does not cover it for me. Something however like a minion/sidekick power might...
  • JmOz01
    Registered Member

  • JmOz01
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    Also as some type of changing people into older/younger versions (Turned into an old person or baby)
  • Deskepticon
    Registered Member

  • Deskepticon
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    I suppose some settings might not use the Death & Defeat setting rule, and this new power can help add some variety to those games, but when the Setting Rule is used, it means that charater is playing by a whole other set of rules. I'll point out that powers (currently) don't alter the effects of the Defeat Table. Notably, the Marked, Exhausted, and Fatigued outcomes don't benefit from the Regrowth or Recovery modifiers.

    As you pointed out, this power is really just a clever use of Harder To Kill. For the same 6-point investment that you proposed, you could instead create a third Edge (call it Impossible to Kill) that allows for redraws on the Defeat Table if the player draws a 5 or lower.
    This would keep everyone playing by the same rules, it still effectively makes the character immortal, and it has nice familiar tone by mirroring the mechanics of the Quick Edge (making it easy to remember).

    Thoughts? Criticisms?
  • Deskepticon
    Registered Member

  • Deskepticon
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    JmOz01
    Registered Member
    JmOz01 There's really three different concepts surrounding vehicles in a Supers game:

    1) The vehicle is an extension of the character's powers, like the batmobile (or batjet, etc.), where special tech like radar-jamming, hacking capacities, and weapons exist. This is probably best handled as a Switchable set, since the vehicle is simply not intended to be "lent out."
    2) The vehicle is iconic to the character, but ultimately mundane. Wolverine is well known for riding a motorbike, but he doesn't have a "Logancycle." There is nothing special about the vehicle other than being part of the character's "costume." Treat this as simple gear; it can be used by any member of the team, lent out to allies, or even stolen/destroyed by enemies.
    3) The vehicle is a "team" item, like the X-men's Blackbird, the Fantasticar, or the Guardians' Milano (later the Benatar). It may have "powers" and weapons, but they don't necessarily stem from the characters' powers. To handle this, I think I would create a special provision of the Base Building rules to cover this type of vehicle.
  • ValhallaGH
    Registered Member

  • ValhallaGH
    commented on 's reply
    Time control generally manifests as either super-speed or as entangle / paralysis.
    The other version is time travel, which is a plot device.
  • SteelDraco
    Registered Member

  • SteelDraco
    replied
    I'd like to see a unification or consistency between Telekinesis, Energy Control, and Matter Control. Right now they all do kinda the same things but not entirely, and it's confusing which one is better or more intended in different circumstances.

    Vehicle as a Power does seem like a good idea, sort of a supplement to Minions. I agree that cash is a bad way to handle it in a Supers game since you don't really associate powers with money most of the time - even characters who are Filthy Rich have training and gadgets that would be bought with SPC points, not money. I honestly don't think mundane gear has much of a place at all in most supers games.

    I'd like to see the Power Points called something else. It's confusing when interacting with the main SWADE game to have two things with the same name but very different executions.

    A power-boosting power or option would be nice to represent power sets like the Blue Lantern Corps boosting Green Lanterns.

    Some kind of time manipulation, maybe? I know that's not really too feasible in games but it's definitely lacking now.

    Mechanics for different power origins might be interesting in terms of trappings or something, or at least identifying which powers come from super-science, magic, super-training, mutant physiology, etc.

    Leave a comment:

  • Ndreare
    Registered Member

  • Ndreare
    commented on 's reply
    Originally posted by dentris
    I personnaly dislike the PP to cash approach. Super Powers are balanced around the PP costs of abilities and vehicles should be built using this system. Just like I wouldn't allow supers to install cybernetics with the strain mechanic. Any upgrades they have should be coming from their PP pool. For example, Winter Soldier has a metal arm, which gives him Super-Strength, Melee Attack and armor. Paid by PP, not cash and Strain.
    Mixing two ''acquirement'' system opens up a big door for abuse.
    I agree with this so much.

    A little further than some would go I would add in four color games if it is not normal equipment then the hero should pay points for it, or stop using it after the scene is completed.
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