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Runequestement votre, Kloster |
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Its a bit more obvious if you look at the Worlds of Wonder version; the way certain powers were structured, the free side ability with various energy blasts, and so on.
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The structure of the powers and choice of how they were set up was derived directly from V&V however; that's one reason a conversion was so easy.
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Runequestement votre, Kloster |
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I think that's just because people see Champions in much of _any_ point build superhero game. Certainly by the time of the standalone version, the Champs influence was more prounounced, but the disadvantage system in the WoW version was immensely more sketchy than any version of Hero; it showed what it was, which was an attempt to convert V&V's random generation into a choice based process, and still have some function for drawbacks and limitations that was simple.
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Runequestement votre, Kloster |
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:focus:
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Runequestement votre, Kloster |
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Now turn to enhanced attributes as a power. Note that V&V was for a long time, the _only_ superhero game that broke out attribute enhancement that way, because it was the only one where that was relevant. There's more (the distinction between the Super-Speed power and the later movement addition power for example, which also followed a V&V example), but those are pretty good fingerprints of its origin. As far as that goes, so is Superworld "Martial Arts" which is descended from V&V Heightened Attack and its kin. |
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