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  #101 (permalink)  
Old December 11th, 2007
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Quote:
Originally Posted by Fear of the Duck View Post
SKILLS
Brawl shown as 50% on Character Sheet, but 25% on P.53.

If you split your Brawl attack do you also split your Martial Arts Skill to match?

If you don't then Martial Arts is far too cheap.
It's 25%. The character sheet is in error.

Yes, you split your Martial Arts skill among attacks. I'll clarify it.

All skills are the same "price", which is to say they increase with experience. The Martial Arts skill description has plenty of advice for the GM to limit if he/she desires.

Last edited by Jason Durall; December 11th, 2007 at 13:17.
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  #102 (permalink)  
Old December 11th, 2007
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Originally Posted by Fear of the Duck View Post
POWERS
Defence, is it 1 Point for 1% (P.148) or 1 Point for 5% (P.144)?
It's 1%. The summary chart is in error.
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  #103 (permalink)  
Old December 11th, 2007
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Originally Posted by Fear of the Duck View Post
ENERGY TYPES
Ten Energy types is way too many - the three in Superworld may not be enough, but please cap this at 5 otherwise it makes buying any kind of defence virtually impossible.
A GM is able to use as many of these energy types as desired. If you don't want to use more than five, then tell your players that you're only using five of the listed types.

The expense of buying armor/protection/absorption against all potential energy types is intentional.
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  #104 (permalink)  
Old December 11th, 2007
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Originally Posted by Fear of the Duck View Post
POWERS
In a Supers game Power Points = Pow is FAR TOO LOW! Superworld used (we think) Pow + Con.
You missed this section on page 142:
One thing to remember (and it’s in bold for a reason), Extra Energy is the probably most important super power, if you want to use super powers more than a few times a day. Buy as many levels of it as you need.
... and the description of Extra Energy on page 157:
This is an extremely important super power, and should be taken by any character wishing to use super powers.
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  #105 (permalink)  
Old December 11th, 2007
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FATE POINTS (P.181)
Nice idea again until you get to a Supers game where many people have 100+ Power and can use this to roll Luck for Skill Rolls time and time again. Needs to be a Power if used at all.
It's an optional rule, and one that says "at the GM's discretion".

If a character has 100 POW, they're at the level of a god. They should be succeeding at a ridiculous number of rolls versus someone with a POW 10. For reference, fewer than a half-dozen Cthulhu Mythos deities have POW 100, and I don't think more than one has 100+ POW.
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  #106 (permalink)  
Old December 11th, 2007
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Quote:
Originally Posted by Jason Durall View Post
It's an optional rule, and one that says "at the GM's discretion".

If a character has 100 POW, they're at the level of a god. They should be succeeding at a ridiculous number of rolls versus someone with a POW 10. For reference, fewer than a half-dozen Cthulhu Mythos deities have POW 100, and I don't think more than one has 100+ POW.
Man, would I be PO'd at a GM who invoked the Luck roll for Cthulhu after the group was lucky enough to take him out somehow!

I think the GM would have to make a Luck roll!
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  #107 (permalink)  
Old December 11th, 2007
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Or several dodge rolls for flying books, chairs, dice, glasses, etc.
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  #108 (permalink)  
Old December 11th, 2007
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Firstly Thank you to Jason for finding the time to answer the points that I have raided here.

Quote:
Originally Posted by Jason Durall View Post
If the GM is using the Magic system, it's either going to be INT or POW, though there is no base requirement for either. INT means you'll end up with more spells at a higher skill level, and POW is useful as the energy to cast them with.

If the GM is using the Sorcery system, the minimum POW is 16, as it says in the description of Sorcery
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I have no idea why you'd use EDU, as it is an optional characteristic and isn't referred to at all in the original Magic World, Stormbringer/Elric!, or those relevant power sections.
As were were using both Magic & Sorcery it was the feeling of the guys I was running for the Magic is studied hence the use of EDU which none of us thought should be optional as it is unique to BRP. Sorcery was thought to be a more innate ability hence the high minimum POW required.

Myself I'm happy to have INT.
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  #109 (permalink)  
Old December 11th, 2007
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Man, would I be PO'd at a GM who invoked the Luck roll for Cthulhu after the group was lucky enough to take him out somehow!
"Great Cthulhu saves... for half damage!"
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  #110 (permalink)  
Old December 11th, 2007
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And I thought Resilence rolls were a bad idea!
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