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Some questions comments from the Superpowers chapter
page 157 Extra Energy and Extra Hitpoints. These two powers seem a little off kilter to me. One Powerpoint can get you either 10 extra Powerpoints or one Extra Hitpoint. I could have sworn that extra hitpoints in superworld were 2 to one ratio. Looking at other defensive powers like Armor it seems like the 1 to 1 ratio for hitpoints isn't worthwhile. My question is on the Character Failing Benefits on page 142. Under the special weakness damage section 1D6 points of damage per round is listed giving 1+1 power budget reward. I'm imagining that's supposed to be just a +1 yes? |
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I've got a copy of edition zero - don't know if anyone has commented on these two points, but first, are there supposed to be two separate rules for knockback? (page 197 and page 226). Although similar, they are not identical.
Also, a typo on page 300 that made me smile - I always thought Captain Nemo sailed 20,000 Leagues Under the Sea, but apparently he was exaggerating.... |
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Got Puppet? |
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The 10 to 1 ratio on MP seems a bit too powerfull. I've got a few character combinations I'm stating up right now. One is going to be a straight up heroic Magic user, the other a Magic User / Superpower hybrid. I'll compare the two of them side by side.... my gut feeling is that 10mp for one power point is a little much. 5 for one seems more reasonable to me... and even then quite potent when combined with a Spellcaster.
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It's stated in the text, but I'm making it front and center. If you, as a GM, feel that two power types are unbalanced against one another, it's advised to use only one of them at a time. It's just like equipment - a character in hide armor with a club is not balanced against a character in energy armor with a plasma rifle.
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Unless Jason has seriously cut back on the expenditure needed for powers, anything less is not good enough; Superworld characters could burn through an enormous amount of energy very quickly in my experience. As Jason notes, not all the metaphysics systems are going to play well together, and I suspect the powers system is going to overshadow most of the others if used in combination with them.
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A quick query about the Cooperative skill rolls on pg.173.
The benefit of having someone help you is that it adds 10% to your roll (or 15/20% for special/critical success). However, that means somone with a very low skill level, let's say 5%, who is aiding you could be adding 10% or even 20% to a score. This seems wrong to me. Intuitively, I'd argue that someone with virtually no skill is probably a hinderance to someone with skill. "Will you stop trying to help me?! You're just getting in the way!" Would it not be wiser to say that only someone with a reasonable amount of skill (say minimum of 10%) can potentially aid in a cooperative skill roll. If they get a critical success and add 20%, that's just a fluke that should be allowed as it will rarely happen.
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It could also be regarded as offloading "busywork", enabling the higher-skilled character to focus on execution of the primary task at hand. For example, a master chef might ask for unskilled assistance chopping or performing some routine task while he or she works on the stuff requiring a high degree of expertise. The low chance of a character with a skill of 10% or under successfully being able to contribute to a cooperative task is the balancing factor. If the GM feels it's not plausible, then he or she is free to rule that a character without an appreciable skill cannot aid in a cooperative task, as is stated in the first sentence of that section.
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1/420 ||| Rocket Séance (my blog) |
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LinkBack to this Thread: http://basicroleplaying.com/forum/basic-roleplaying/322-typos-errata-corrections-clarifications.html
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| Posted By | For | Type | Date | |
| [BRP] Jason D - Questions about EDU - RPGnet Forums | This thread | Refback | January 11th, 2008 10:01 | |