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  #11 (permalink)  
Old December 9th, 2007
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POWER POINTS Vs. POWER POINTS
Contested checks when combining the other Powers with Superworld are just daft due to the large Energy Pools required by some Characters - as soon as you get past POW 30 the Game System struggles, and with 50 using Sorcery it is totally broken.
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  #12 (permalink)  
Old December 9th, 2007
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SUPERWORLD
A thumbs up to the Shock rules, but we failed to see how the Mutations mixed with the rest of the rules really - needs a drastic re-think.
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  #13 (permalink)  
Old December 9th, 2007
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SKILLS
Came up during the Super Power games, although it is equally valid for others; that there should be some kind of roll when a Major Wound is taken to maintain uses of Powers? (Concentration as a Skill perhaps, or a Con x? Roll).
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  #14 (permalink)  
Old December 9th, 2007
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POWERS
In a Supers game Power Points = Pow is FAR TOO LOW! Superworld used (we think) Pow + Con.
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  #15 (permalink)  
Old December 9th, 2007
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CHARATER GENERATION
When designing a Supers character it is very confusing to have Power Points to buy Powers & Power that is for endurance. Would better be called Character Points or something else.
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  #16 (permalink)  
Old December 9th, 2007
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POWERS
Super Power Teleport needs clarification about how it works and what it does - as a single Power to Teleport Self, others, and objects (especially as a potential attack) it is far too cheap as open to massive abuse.
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  #17 (permalink)  
Old December 9th, 2007
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SYSTEM
If using Super Powers the standard rules for recharge rate simply isn't practical - every Hero would need to go home to bed after a fight before going out again! We used from the old Superworld rules (and recommend you include) that states that you may take a Combat Action a breather allowing Characters to regain 1/10 of their Power Point Pool (i.e. 80 Points of Power = 8 regained by taking a one round breather. This way Power Points are regained at a suitably Super Heroic rate.

The downside of this is when you start to mix and match the different sections what works for straight Superheroes is badly broken for others. For example we created Black Sword, a Super-Elric character with a POW of 68! Now Black-Sword can summon demons; really big ones in fact, but even he summons a 50 Point monster to go off and hunt the bad guys he can now do it again a few rounds later!

Even without the increased recharge rate a 50 Point demon is a hefty beast, and once bound into a sword (sure it cost me 3 Pow, but I had bought it up to 21 to start with) it made Stormbringer look like a butter knife!
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  #18 (permalink)  
Old December 9th, 2007
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POWERS: LEVEL CHARTS
1. Magic does have one, so how do you incorporate it with the other Powers? As both Magic and Psionics are Skill based we treated them the same which worked okay.

2. As a core part of the game they should be listed together at the start of the Powers chapter, or at the very least stand out rather then having to hunt in the text for them under each section.

3. Under a Superpower game the gap between "Epic" and "Superhuman" is too great.
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  #19 (permalink)  
Old December 9th, 2007
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CHARATER CREATION
Is an unmodified roll the maximum that is actually rolled, or what the eventual Stat Block at the end of Step 1 (P.18) is, after 3 Points have been redistributed between the Stats allowing for a 21!

The implications here in a Supers game are huge as it directly affects the number of Hero Creation Points you receive.
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  #20 (permalink)  
Old December 9th, 2007
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SKILL BONUSES (P.33)
Great idea - thumbs up.
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