Showing posts with label DC Heroes. Show all posts
Showing posts with label DC Heroes. Show all posts

Sunday, May 10, 2020

Combat Mechanics


The years I spent searching for the perfect system that doesn't exist.  And by system, I generally mean, combat system.

Only to discover the OSR and the notion that the older systems are all you really need, i.e, tweaked of course, but a solid foundation.  There's lots of cool little ideas and dice tricks in the OSR universe to spice up your games.  If you care about mechanics.  And I do.

D&D combat is illogical.  That's not exactly news.  It's always been an abstraction, one originally designed to simulate armies against armies, not necessarily man against man.

Two 1st level fighters should fight to a stand still.  Yes, maybe one's a little stronger or one's a little quicker, but they're basically evenly matched.  Their level is their fighting skill.  Two 5th level fighters should also fight to a stand still as should two 10th level fighters, and so on.  A 5th level fighter should whoop a 1st level fighter -- here the rules accurately account, if only because of hit points.

The main difference in these duels is that the 1st level fighters, though evenly matched, will see one of the fighters fall quickly do to a lack of hit points, were as the 5th & 10th level fighters toil on and on.  Two evenly matched fighters of any level should toil on and on.  So logically, should hit points change depending on your opponent?  That's not gonna happen.  If anything damage should change, which does happen somewhat.

My chances of defeating my opponent rest mainly on how good my fighting skills are compared to his.  Yes armor plays a roll, but it only delays my pummeling of a lesser opponent.  This dovetails directly into the notion of armor as damage reduction.

Armor Class.  It makes perfect sense for ranged combat.  Most people can't dodge arrows even if they know they're coming, so basically, distance and what armor your target wears are your primary obstacles to a successful hit.  Shields should factor more.  In fact, shields in general are way undervalued.  If entering combat and I had to choose sword or shield, I would strongly consider choosing shield.

One of my favorite representation of man to man combat was in the DC Heroes RPG by Mayfair Games.  A system referred to by some as, MEGS.  The system is 2d10.  On the Action table, cross reference your score vs. your opponent's score (usually Dex vs. Dex) to find the number you need to meet or beat.  If you roll doubles you get to roll another 2d10 (I would consider changing this to simply rolling another 1d10 to avoid ridiculous, if not rare, outcomes.)  Notice on the Action table that evenly matched foes of any power level have to roll an 11 to hit.


Then you cross reference your effect value (usually Strength) against your opponent's Body score (modified by armor) on the Result table, including any column shifts from your success to see the damage inflicted.  But once again, a fight between evenly matched "regular folk" won't last long because of low health values.  Still, it's elegant.  Buuutttt...CHARTS.  They slow the game down, or do they really?  We never had problems with charts when we used them. 

Charts were a thing in the 80's.  By the 90's they were pretty much obsolete.  The thing with charts though, is that they can provide fairly logical results for a system.  Marvel's FASERIP system used charts well.  The huge flaw in FASERIP though, is that your foe's fighting skill had no bearing on whether or not you could hit them.  The chart simply existed to determine how well you hit them.  Your average person, with Typical rank Fighting, has a 50% chance of hitting anyone.


Then there's Palladium.  Strike, Parry, Dodge, Roll with Punch....!  A very granular, opposed roll, chart-less system, love it or hate it.  I love it.  Ideal for one man vs. another.  Five on five?... good luck with that.  Palladium Fantasy uses the same system, but this type of combat takes far to long for a dungeon crawl (and ultimately, it's all about accommodating a dungeon crawl!)  This type of system almost requires a comic book (cinematic) style of action narration.

Notice how in comics and movies, when groups fight each other, they focus on one or two characters at a time.  You'll see a series of actions, strikes, and parries before switching to another character.  Often, the results of the first little scene will lead directly to the next, for example, the next two combatants will move into the background of someone else's scene before becoming the focus themselves.  This brings up a whole 'nother aspect -- initiative and turn order.

One of the reasons that D&D combat can be tedious and not dynamic, is that it's essentially a frame by frame narration, going from fastest to slowest.  You go first, swing and miss.  The scene immediately switches to the other side of the room where someone else acts.  Then the focus switches again.  You rarely get to see an immediate rebuttal from your foe.  Not very exciting.

What if, you focused on whoever acted first for a couple of rounds of give and take, and then switched to the next person for a couple of rounds.  Does everyone declare their intentions first and have to stick with them?  Or do you keep it fluid and let people choose their actions depending on the events of those that went before?  It gives everyone a bit of a spotlight for a few moments instead of the regular slow-motion chess game.  Of course it causes problems for spell durations and stun durations and rules-lawyers would absolutely lose their minds!  It would take a strong DM.

Another game system that had wild potential in my book is Iron Kingdoms.  Love its use of derived stats and the 2d6/3d6 resolution mechanic has all kinds of potential for cool little dice tricks.  But it's basically a glorified miniatures game, practically requires them.  I would do away with the FEAT point system entirely.  And magic would need modification as every spell is simply a different version of magic missile.  Man, this game could have been it.....

Where have I gone with this ramble???

Back to mano-a-mano and D&D.  Without rewriting the rules all together, the simplest solution for me has been to add a parry option.  An active parry option, not a +2 or +4 bonus to AC for fighting defensively -- far too passive for my taste.  You don't want to bog the game down with parries, so it's just an option.  If you haven't already acted, you can try to parry an incoming attack.  Meet or beat the attack roll with one of your own.  Perhaps a bonus if using a shield (or advantage.)  Then you can't attack that round.  If you're playing your character realistically, they would always choose to parry if they could (unless you really embrace hit points as endurance and fate, which they kind of are.)  Perhaps Barbarians (berserkers) don't ever get the option.  It slows combat down a bit because there will be successful parries, but that combat is more exciting, a touch more real.

Just some stuff I always think about.

And then there's the quest for the perfect, non-Vancian magic system...



Sunday, February 23, 2020

Super Hero Campaigns: Patrolling The City


 As I've said before, my favorite superhero systems are Marvel FASERIP, DC Heroes (Mayfair Games), and Heroes Unlimited by Palladium Games, however, the following tables are system neutral.

What you will need for this to work are your own, ever-growing, random lists of villains and heroes (separate lists), perhaps columns of 10 each so that you can easily add future columns.  Results should include solo villains and villain groups the likes of:  Hydra, A.I.M., and The Hand, also Aliens and Monsters.  You should have stats for all results ready to go, including stats for thugs, cops, wild animals, etc.  If a villain is rolled who should be in jail, they've obviously escaped.

This is meant to emulate the classic trope of a single hero or super-team patrolling their city on the look-out for crime on any given day or night.  You do not need a city-map, but having one wouldn't hurt.  Every time you roll on these tables equals a comic book Issue (as in a 22 page monthly Issue.)  Every time you roll on these tables something will happen.  Results may need a little tweaking to make sense.  Take notes and switch between heroes and groups every so often to create your own comic book universe!

  • To simulate time passed between Issues, roll 2d6.  The result equals the number of days passed since something happened on patrol (for that Title.)  You may or may not have been patrolling during those days, either way, nothing of note occurred.

Location of Crime, d12
1.  Sewers
2.  Docks (shipping district)
3.  Mall (shopping district)
4.  Skyscraper (downtown)
5.  Warehouse District
6.  Airport
7.  Art District (museums, theaters)
8.  Slums
9.  Uptown (wealthy district)
10. College campus
11. Iconic bridge or Park (zoo, cemetery)
12. Subway system

Type of Crime or Incident, d20

1.  Kidnapping:  You witness this as it happens, someone is grabbed and thrown into a van or flown away (if a flying villain.) 1-2  child, 3-4  man, 5-6  woman.

2.  Assault:  A woman screams and is struggling with an assailant(s).

3.  Drug smuggling:  You witness a major drug transaction, 1d6+2 well-armed gangsters on both sides.

4.  Human trafficking:  2d6+10 people (usually immigrants but can be of any origin, even extra-terrestrial) being loaded onto a truck.

5.  Bank robbery:  The classic crime, you hear the alarms going off.

6.  Sniper:  Usually just a single psycho shooting from above, randomly targeting civilians.  By the time you arrive, you've heard 3d6 shots resulting in 2d6 casualties.

7.  Gang War:  2d6+6 well-armed gangsters on both sides shooting it out, why get invovled?--1d6+2 civilians are in harms way.

8.  Murder:  You heard the scream, but arrive to find the deed done with the perp(s) standing over the body.  Victim was a 1. lover, 2. rival, 3. cop, 4. thug, 5. politician, 6. john doe.

9.  Mugging:  Another classic crime, you hear the screams.

10. Arson/Vandalism:  Something is burning or being destroyed, perps are present.  


11. Hostage situation:  2d6+12 hostages are being kept inside a(n) 1. office (1d6 x 10 floors up), 2. church, 3. store, 4. school, 5. theater, 6. mansion.  They will terminate 1 hostage every hour if demands aren't met.

12. Riot, looting & destruction:  3d6 x 10 protesters/anarchists are venting, innocents are in danger, property is being destroyed.

13. Hero(s) fighting Villain(s):  You stumble across a fight between a fellow hero and a villain, or multiples 1d4 vs. 1d4.  

14. Rampage:  A monster or robot is tearing up the town.

15. Hero fighting Hero:  Fellow heroes are fighting, it's getting serious.  Why are they fighting?:  1.  lovers quarrel,  2. one is is being overly territorial,  3. one is trying to prevent the other from going bad,  4. one is being mind-controlled by a villain,  5. one is a cocky new kid on the block,  6. they are just sparring.  

16. Villain fighting Villain:  Two villains intent on ending each other.  Why are they fighting?:  1.  lovers quarrel,  2. one stole the others loot,  3. one is sick of being bad,  4. one murdered the other's friend,  5. one has a "hit" on the other,  6. they are just sparring.

17. Jail-Break:  5d6 inmates are spilling out onto the streets.  If this is a super-breakout, you're in trouble.

18. Serial-Killer strikes:  You hear screams, someone has found a body.  You need to make a difficult Intuition/Awareness/Perception check (e.g., Red result in Marvel) to catch the trail of the killer, otherwise they got away.  If this is rolled again it's the same killer if they haven't yet been caught.  Victim is: 1. a child,  2. a prostitute,  3. a hero,  4. a villain,  5. a random civilian,  6. an animal.  Victim type will be the same every time until caught.  

19. High speed car chase/shoot-out:  Multiple vehicles, could be gangsters or cops and robbers.

20. Power-outage, (riot plus 2 more rolls):  All hell has broken loose.

Criminal, d12
1.  Single thug
2.  1d4+1 thugs
3.  1d6+2 thugs  
4.  2d6+3 thugs
5.  Super Villain
6.  Super Villains, 2
7.  Super Villains: 1d4+2
8.  Super Hero gone bad (anti-hero)
9.  Super Villain with 1d4+1 thugs
10. Super Villain with 1d6+2 thugs
11. Super Villain with 1d10+3 thugs
12. Terrorists, 2d6+6

Complications, 1 in 6 chance
1.  A friend or dependent is in harms way.
2.  If you are hunted by someone, they show up.
3.  You have the flu and fight with some sort of disadvantage.
4.  A rival hero or arch-nemesis shows up.
5.  Bad weather, torrential rain or blizzard complicates rolls.
6.  Media is present and recording everything.


Wednesday, August 22, 2018

Cyan, Magenta, Yellow, and Black




Cyan, Magenta, Yellow, and Black are the four colors that were used to color comic books -- back in the day.  If you've ever heard the phrase "Four Color Comics" or "Four Color Super-Heroes" now you know why.  So, here I present FOUR character sheets for super-hero RPGs.


Mutants & Masterminds 3rd Edition is the newest of this bunch.  It's not a bad game, a little too "point-buy" for my taste.  It's kind of like Marvel (FASERIP) mated with Champions.  Champions was an alright game to play, and I knew people that would spend hours.....no, days..... actually, make that weeks fine tuning their characters, trying to get the most bang for their hero-point bucks.  This might just be where power-gaming started.

The same situation exists with Mutants & Masterminds 3rd Edition, but admittedly, it's nowhere near as bad.  Many gamers love point-buy systems.  Ain't my cup of tea.  My imagination works best when I have to make sense of unrelated fragments.  Now, M&M 3rd does have a meticulously crafted random character generation system that is 100% balanced for their point-buy system.  It's impressive, and whoever designed it deserves credit. I just wish they had it for every level of power in the game.  Not everyone should be "power level 10." I just don't like that amount of balance.  It doesn't exist and never has existed in comics.  Anyway, point-buy is not a flaw, it's a preference one way or the other.

A real nit-pick I have of this system is that it's "condition" heavy.  There are no hit-points, just negative modifiers and conditions, and then more conditions, and then some of those conditions have conditions.  All of these conditions are basically a variation of "stunned."

All in all, it's not a bad game.







When DC Heroes came out I was heavily into Marvel (FASERIP).  As much as DC fascinated me, I never made the switch.  The system is awesome, elegant even, but I hated the fact that you had to build your character.  Might as well play Champions.

No game has ever handled different power-levels as good as DC Heroes.  From Superman to Batman and everyone in between, the rules handle the difference realistically and gracefully.  

Two flaws that stand out to me.  One: In the exponential system that is DC, every number is twice as good as the one before it (4 is twice as good as 3 which is twice as good as 2 which is twice as good as 1.)  However, on the action chart (this could be another flaw--the game was chart heavy, an action and results chart, if you don't mind looking at charts though, they work great) 1-2 is a column, 3-4 is column, 5-6 is a column, etc.  Numbers 5 and 6 have the same value on the action chart, yet 6 is supposed to be twice as good as 5.  Two:  Hero-Points, you're expected to spend them to survive.  You're not really in any danger until you're out of hero-points.  Batman would be knocked out with one punch in this game many times over if he didn't have hero-points to spend to change that fate.  A character should be able to survive and do what they do based on their stats, not the expenditure of hero-points.

Still, a beautiful system.  






Marvel Super Heroes (now referred to as FASERIP) was my go-to game other than D&D.  I played this game so much that it ruined percentile-dice systems for me for years.  I knew the stats to every Marvel character thanks to all the source books they produced and I still, to this day, mentally rank super-heroes according to the FASERIP system.

I loved the quick and random character generation in this game and it forced you to get creative because, damn, you would roll some weird combos.  Not like we never re-rolled though ("Feeble" Plant Control, I don't think so.)  

Like DC, Marvel was dependent on a chart (charts really were a thing in the 80's), but some people over the years have come up with creative ways not to use the chart (actually called, the Universal Table).  The main flaw of this game is that the powers sometimes aren't well explained.  Also, characters weren't always as strong or weak as their comic book counterparts.  But that's role-playing.  RPGs aren't movies, aren't novels, aren't comics.  RPGs are their own beast.  I think the biggest flaw in FASERIP was OUR inability to use the system to its maximum affect.  

If I was allowed to redesign this game........

A note about the sheet....I added Infamy to oppose Popularity.  You can use Infamy to represent villain popularity or simply to represent negative popularity.  Or you can ignore it.







Heroes Unlimited.  I know, the character sheet below says Rifts.  That's because this Rifts character sheet is usable for any Palladium Books game from Rifts to Nightbane and Heroes Unlimited to Beyond the Supernatural and Splicers to Palladium Fantasy, you get the point.

Where do I start?  This game is a random character generation paradise, but sometimes it will give you too many powers.  See, powers in this game are so well thought out, that often 1 power is like having 3 or 5 or 10!  And you might roll 4 or 5 powers.....get ready to transcribe! Often, one or two powers is plenty.

No super-hero game does gritty hand-to-hand combat better than Heroes Unlimited. Strike, Parry, Dodge, Roll With Punch, Leap Kick, Body-Block Throw, etc., it's all there.  Throw in powers and magic and you've got the most dynamic comic book action you've ever seen.

You won't be playing Superman or Thor in this game.  The power level is more attuned for street to mid-level play--which is perfect.  As of right now, Heroes Unlimited would be my go-to super-hero game.

Now, Palladium's games aren't without their flaws.  Most critics will cry about contradictory rules being scattered across books and how the system is unbalanced.  I just don't view those things as problems.  When you like a toolbox, you like it.  For me the biggest flaw in Palladium Games is M.D.C. (Mega Damage Capacity).  I simply change everything to S.D.C./Hit Points. Game on.

Physically, Palladium books are probably my favorite format for an RPG.  I love the way a perfectly-bound paperback feels.  I love the gritty black and white interior art and Palladium has some of the BEST COVER ART in gaming.

And to think, I ignored Palladium Books for years.  I currently own over thirty of them and periodically feel compelled to buy more. 

Character Sheet note:  Speed doesn't do much in this game, so I added the OPTION for Speed to give an Initiative Bonus.  Just use the same bonuses that are given for P.P.




Will have to do some posts focused only on Palladium....


Spell Research

Been awhile... Cool way to mix random spell determination with choice... When you level up (or even at character creation) and are gaining n...