Showing posts with label powers. Show all posts
Showing posts with label powers. Show all posts

Friday, May 27, 2016

Super Classes

Yes, "supers week" appears to be continuing at Ye Old Blackrazor...at least for one or two more posts.

Just continuing my thought process from yesterday's blog post:

One of the (many) inconveniences of residing in Paraguay: most of my RPG library is inaccessible, being 7000 miles from my current location. 

[and my library, I should have you know, is extensive]

Which is incredibly frustrating when I'm either A) researching a particular game or subject matter that I know I have a book for, or B) just have the itch to read or review some game or other. It can lead me to doing things I don't really want to do...like re-purchasing books in PDF form. Like the other day when I came out of Captain America: Civil War and found myself thinking heavily about Aberrant. I nearly broke down and picked up a PDF of the game off DriveThruRPG, something (in a more rational frame of mind) I really didn't want to do. I was fortunate my "cheap-O" instinct kicked in when I saw the $9 price tag. Even though that's small change, it's a lot for a PDF considering:
  • I have already determined Aberrant's not a game I really want to play as written.
  • Even if I did play it, I use hardcopy at my game table not PDFs.
  • I already own a hardcopy of the game.
  • My laptop has finite space anyway, AND
  • That's money I could better spend on some other indie-designer PDF that needs my support.
However, even after going through that rational argument in my mind, I STILL nearly purchased a copy of Heroes Unlimited Revised in PDF form off the same site (not even the 2nd Edition HU, mind you...the PRIOR iteration), despite it being $13! And despite having already purchased that particular edition in hardcopy not once, but twice

And I'm still considering buying it, even tonight. Hey, I'm sure Mr. Siembieda would appreciate the ducats.

But at the moment, I haven't. Instead I'm going to work from memory here.

HU: gives us ten "power categories" (classes), which I long ago memorized in a moment of extreme nerdy-ness: Aliens, Bionics, Experiments, Hardware, Magic, Mutants, Physical Training, Psionics, Robotics, and Special Training. The indispensable HU supplement Powers Unlimited 2 provides an additional ten power types: Empowered, Eugenics, Gestalt, Imbued, Immortal, Invention, Natural Genius, Super-Soldier, Symbiotic, and Weapons Master.

[man, I am a nerd]

Not as outrageous as Rifts sourcebooks.
What's neat about these - other than the sheer creativity on display of someone willing to create entirely different systems for each individual super type he wants to model...and then working to squeeze it into the three "universal holes" of HU (skills, combat, and SDC/HPs) - what's neat about these is that a number of these classes are broken down into subclasses. For example, a Robotics character might be a humanoid robot (like the Vision), or a powered exoskeleton (like the Iron Man armor), or a giant robot (like the old Shogun Warriors, etc.). The Magic character might be a sorcerer (Dr. Strange), or a magically imbued character (like Captain Marvel), or a dude with a magic weapon/artifact (like Captain Britain). The Special Training category includes secret agents, street magicians, hunters, and super sleuths. There's a lot of variation and variety present in EACH of these classes...enough so that you can model most anything in the same power range as the Marvel Universe (some heavy hitters aside).

It's both fun and functional if you can A) come to accept the peculiarities of the system, B) are at ease with the possibility of a WIDE range of possible power levels (with no cinematic bridging), and C) have a GM willing to do a lot of work to make.

[hmm...alternatively, you could skimp on "C" so long as you're willing to lower your expectations of what you want out of your game]

But "functional" (especially with those caveats) isn't really what I'm craving. A little elegance of design would be nice. I mean, isn't gestalt more a superpower than a power-type? I suppose it depends on who you ask. I'm sure Swamp Thing would have considered himself an "altered human" (in MSH terms) or "experiment" (in HU) back when it still believed it was Alec Holland. Wouldn't a "weapons master" simply be another subheading of the Special Training character? Etc., etc.

However, my interest here isn't so much about pinning down archetypes as it is about establishing different styles of play.

Gosh...I was trying to find a prior post I could link to (among my 70+ "class" labeled posts), and could not, so here's the brief skinny on B/X play styles:

  • Fighters: offer straightforward play-style. No surprises, no limitations, but no variety either. It does not behoove a fighter to wear leather armor instead of plate (for example), and if using the default D6 damage rules, weapon matters for little. Advancement is linear, stamina (staying power) is robust. Class requires effective risk management.
  • Magic-Users: offers a wide variety of options, but limited resources (spells). With progression (advancement) variety increases and resources both increase, though always finite (spells will eventually run out). Stamina is low, as is effectiveness outside resource-based ability. Slow advancement. Class requires effective strategy (choice of spells and when to use them).
  • Clerics: offer a hybrid of play-style. Variety added (limited spells) with some variety removed (no edged weapons or missiles). Staying power is good, but less than fighters. There is an expectation of support for other players, presumably with corresponding thanks/appreciation. Swift advancement. Class requires team attitude and balance of strategy and risk management.
  • Thieves: offers a number of options, without the resource limits of spell-casters (thief abilities don't run out), but variety is fairly static (skills don't change much over time), and use is unreliable (always a chance of failure, more so at low levels). Trade-off is low staying power (less HPs, poor AC), partially offset by very swift advancement. Class requires gambling on the part of the player and reliance on luck...not just with regards to skill use but the expected outcome (scouting ahead and hoping not to run into something bad, opening the chest or door and hoping for a positive save against any missed trap).
  • Non-humans add minor trade-offs for bonus abilities. Elf is an exception...adds extra abilities plus benefits of two classes with the trade-off of VERY slow advancement and reduced stamina.

This is a pretty good base to start working from, and I've actually got a few ideas about how I'd divvy up my class categories for a supers game (I was furiously jotting down notes at 3am this morning)...probably three basic classes plus an optional one for "non-humans." However, as with all my recent game designs, I'm really trying to keep the focus human-centric, so maybe the non-humans are out the window. Minimize the weirdness, you know?
; )

By the way, "mutant" is not going to be a class in this little starting-to-form project of mine. I just found out this morning (researching) that the reason the Marvel Cinematic Universe has no mutants is because Fox, upon acquiring the rights to the X-Men, also acquired the rights to the term "mutant" as far as the term applies to the Marvel comics universe. Which is, you know, crazy...but whatever. Mutants muddy the waters of what could otherwise be a post-modern pulp-SciFi supers game...which is kind of the direction this little train is heading. Besides, if I follow-through with my current idea of making it B/X-based, there's already a great, B/X-compatible game with a system for creating mutants (that would be Mutant Future).

[yes, I've been playing around with the idea with drafting a B/X-based supers game for years. What happens is I tinker and write and then think of non-B/X ways to accomplish design goals and end up scrapping and shelving the basic chassis...I just haven't committed to the concept. There IS, by the way, already a B/X-style supers game on the market...Sentinels of Echo City...and I will probably pick up the PDF with the $5 of those dollars I saved by not buying Aberrant. Probably. I kind of want to stake out my own design parameters first, so as not to be unduly influenced]

[ah, hell...what's five bucks anyway?]

: )

Thursday, March 10, 2016

Strength

I'm sure some folks are wondering what I've been working on lately. I mean, this week. Instead of talking about my B/X project like I promised I would (sorry).

Superheroes. Most of it related to modeling strength.

Rather than post some big-ass essay, I'll give you some highlights. Here's a real life individual who's a good example of a person with a (B/X style) strength of 18:

He's smiling at your puny muscles.
In case you don't recognize him, that's Bruce Lee, a guy who stood under 5'8" and weighed less than 140 pounds his entire adult life. A guy who was a fanatic about fitness, nutrition, and weight training. Anyone who can knock a dude fifteen feet with a punch has some phenomenal explosive power. But Lee had plenty of fantastic feats of strength (as told by people who know him)...here's a good list if you're interested.

For a B/X-based game, where a strength of 13+ indicates a damage bonus, I think it's fair to consider that bonus based on training, explosive speed, and the ability to add extra injury with the occasional mixed-in, non-weapon blow (an elbow, kick, shield-bash, etc.).  A lot of stuff can happen in a ten second round, you know?

But that actually has little to do with the superhero game (because the system is different from "straight B/X")...it's just the precursor that led me to the line of thought for my super heroic strength modeling.

See, most superhero RPGs have some way to model "super strength" (a staple of comic book super powers, since, oh Superman; i.e. a long-ass time), and the usual route is to do some sort of quantitative method in a ranking system. For example, the original Marvel Superheroes did the RM, IN, AM, MN, UN, etc. ranks that measured superhuman strength in terms of tonnage (1, 10, 50, 75, 100, respectively). Aberrant had a one-five point "mega-attribute" system (also in tons: 1, 10, 25, 50, 100). Supers! does the same thing with dice (the more dice, the more tonnage), while Heroes Unlimited categorizes strength into four different tiers (normal, exceptional, superhuman, and supernatural) with each tier determining the exact amount that can be moved based on the character's Physical Strength attribute (exceptionally granular, in a way that makes Mutants & Masterminds look almost abstract).

But I'm not going that route. You see, I figured something out: when it comes to lifting heavy objects, strength, for most individuals (comic books individuals) is mainly tied to one's physical mass. After training, of course.

Look at the weights that are lifted by Olympic weight lifters. Male or female, you can see that the limits of what can be snatched, cleaned, and jerked is limited to a bit more than twice a person's physical mass...and there's a rate of diminishing returns for adding more muscle. A larger human has the potential to lift a larger amount of weight, but the overall percentage becomes smaller the bigger the human. The world record for a clean and jerk lift for a 53kg woman is 134kg: 253% of her body mass. The record for a 105kg man is 246kg...only 234% of his body mass. By the way, these kinds of numbers hold true for power-lifting MMA fighters who are as much concerned with speed and stamina (if not more so) than with physical power.

Of course, we're talking about people who power lift as a profession. Most of us don't. Most of us don't have 18 strength either. But we can still get an idea of peoples' ability to lift and carry. I find several references to minimum body weight requirements of 150 pounds for firefighters. Full kit for a firefighter (who is presumably in good condition) is a bit more than 70 pounds...half their weight (which they're required to lug up and down flights of stairs in rather perilous situations). So using our abstract B/X strength (STR) ladder, I've come up with the following range of measurements:

Avg. STR/Fitness (9-12) Carry/Throw 25% of body mass
Good STR/Fitness (13-15) Carry/Throw 50% of body mass
Excellent STR/Fitness (16-17) Carry/Throw 75% of mass
Peak STR/Fitness (18) Carry/Throw 100% of body mass

Oh, yeah...there's also an "Awesome" strength category for individuals of obviously non-human proportion...dudes like the Thing or members of the Hulk family. They go up to 125% but their overall body mass is doubled, which increases their weight.

For benching, or just lifting one's maximum weight, those numbers are doubled but a good dice roll will allow you to pick up a little more (helping folks meet those Olympic level numbers).

Anyway, that's the basic calculation for "heavy lifting" based on one's fitness level and mass. Now, if your character has "super strength" as a power you simply multiply your lift capacity by 100. That's it, end of story. You're a hundred times stronger than a normal person of your mass and fitness level if you possess superhuman strength.

Surprisingly, it models fairly well for most comic book characters. Spider-Man's official weight is 167 pounds, which gives him a lift/bench press of 12.5 tons with an excellent (16-17) strength/fitness level. Luke Cage with his dense bone structure and the same fitness level as Spidey is listed at 450 pounds giving him a 34 ton range, also very close to his comic book strength level. Thing has a listed weight of 500 pounds (he has a rocky flesh, but he's not solid rock...he bleeds) a 62.5 ton range. Meanwhile, the savage She-Hulk with her 650 pound frame could lift 48.8 tons when she was "excellent" (16-17) and and 65 tons after improving to "peak" (18) with a lot of work-outs on the Fantastic Four's Thing-based exercise equipment. This models well on the old Marvel character (who had an Amazing 50 strength that then increased to the Monstrous 75 range).

Little old Captain America only weighs 220 pounds so would have a 440 pound maximum, which seems a bit low considering the world records in the category. But the guy who set a record in bench press at 440 pounds was a professional strongman named Doug Hepburn who weighed 300 pounds at the time...I think this is just a matter of Steve Rogers getting the most out of his (smaller) frame.

It's not perfect. Mighty Thor, even at a listed weight of 640 pounds, tops out a little low, and Marvel's Hercules, listed at only 325 pounds, is only about a third as strong as he should be. Oh, yeah...DC's heavy hitters like Superman (225 pounds) and Wonder Woman (165 pounds) are about one-tenth or one-twentieth as strong, but I'm working on some workarounds for the truly titanic champions of the comic book world.

Anyhoo...that's what I've been working on lately.

Thursday, August 5, 2010

Psionics, Power Gaming, and Death

I was a pre-teen power gamer.

I admit it. Much to my everlasting shame I was horrible, horrible! I was rampantly abusive! I made life miserable for other players at the table with my grandstanding and diva-like behavior. My character was a one-man wrecking crew…and he wasn’t even a Cavalier or a 3rd Edition Fighter! Just thinking about it makes me feel dirty and guilty...though as a Roman Catholic, guilt and I have a long and semi-healthy relationship.
; )

Not that that my character didn’t DIE many times…as with all our D&D characters back then, he faced the same high mortality rate as any other character. In fact he probably died MORE often than others (probably a half dozen times if not more) due in part to his many solo adventures. Fortunately, we were playing Advanced Dungeons & Dragons where death is simply a minor set-back…my character was wished back to life so many times, it became a bit of a running joke in our gaming group.

[side note to folks wanting to be 1st edition power gamers…getting wished back is definitely the way to go. There’s no loss of Constitution as with Resurrection and as long as you’ve got a little elf blood in you, the extra aging is no big deal]

One of the things that made my character so all-fired powerful was his incredible psionic might. Yes, you know those “un-balanced” psionic powers you’ve read so much about. My character had psionic power for days, man…and the lax rules with regard to game balance (at least by 1st edition rules…we never owned Eldritch Wizardry) truly made him a god-like force in the campaign. It certainly didn’t hurt that he was a bard, and had sky-high attributes (as all 1e bards do), since this is the general determination of psionic ability in AD&D.

Although he had many psionic powers, plus most of the lettered Attack/Defense ranks, only two abilities really jump out in my memory as being his “bread & butter,” and they were really the ones that made him infamous within our campaign: Cell Adjustment and Telekinesis.

Cell Adjustment is basically “self-healing.” Every psionic point you spend (and my character almost certainly had a couple hundred banked) would heal a certain number of hit points. I don’t have my book in front of me, but I’m pretty sure it was a better than 1-to-1 basis (maybe 4 to 1? That sounds right). Since psionic points regenerated extremely fast with rest and “meditation” my character could enjoy extended solo delves relying on no one besides his own badass abilities. As a young fighter, just beginning his adventuring career, it all but ensured he would survive to the higher levels (which he did...boy, did he ever!).

[hmmm…I sure probably stop talking about the character in the 3rd person. After all, it was ME, all me, piloting this monster]

The other ability *I* made great use of was telekinesis. TK as a power is ill-defined in D&D. One can use it to “move things with your mind” like hitting people with big rocks and stuff. Okaaay…what about manipulating smaller things? There’s a maximum weight limit, but no minimum…can you use TK to, say, suck the air out of a person, creating a vacuum crushing your opponent from within? Can you manipulate the tumblers in a lock to open it without setting off traps yourself?

Basically, our campaign was run where, if you could imagine it (and explain it) the sky was the limit within the limits of your powers. There was no attempt at “game balance;” like comic book artists or horror novelists (Stephen King was a great inspiration for us in the 80s) if it sounded possible we’d allow it to happen. No one was interested in “keeping the game balance.” Neither were we attempting to destroy game balance or “break the system.” We (the DMs) thought it would be cool to have a dude in the game with crazy-ass telekinetic powers and there was no attempt at reining him (me) in.

Besides which, he still died. Often. Despite the -8 armor class and the hundreds of hit points and the periapt of protection against poison +4 (another must-have for the power gamer)...despite even the cell adjustment.

I can remember the last (or one of the last) times my guy ended up taking a “dirt nap.” He was solo-ing (again) this time through a classic module I’m sure I’ve mentioned before: Q1: Queen of the Demonweb Pits. He was round about 20th level at the time (bard level…he was maxed in his other classes) and carving up the ranks pretty good with his dual-wielded Hammer of Thunderbolts and Vorpal Shortsword.

[did I mention how ashamed I feel? Sorry folks…but really I HAVE matured since in the last 23 years…honestly!]

I got to Lolth’s “spider ship” and was pounding the opposition with a combination of invisibility, backstabbing, druid spells, and sheer combat firepower (javelins of lightning, etc.). Got to Lolth and had that bitch ON THE RUN…beat her down, forced her to move, found her again, beat her down some more. Eventually, we ended up in her “last stand” room…a chamber with several animated warrior statues that engaged me while the Queen beefed herself with healing and boosts.

It was somewhere around round two or three (I think) that she hit me with a Cone of Cold and I noticed I’d forgotten to use my Cell Adjustment ability during the running fight.

And I died…again.

But of course, tramping on the turf of a demon goddess as I had, you can probably guess that my character didn’t stay dead for long. Lolth herself brought me back to life…only so that she could torture me 24-7 in a kind of Zeus-Prometheus relationship (not that my character received anything so sweet and gentle as a griffon ripping out my liver daily). And no, I was allowed no rest or relaxation to regain (or use) psionic strength.

In fact, there wasn’t much of me that was kept alive, as I recall…a shapeless lump of flesh, deformed and brutalized and cut on, kept alive and animate only by Lolth’s will. Well, that and my ring of regeneration, which she allowed me to keep wearing if I remember correctly (so she wouldn’t have to spend so much energy on healing).

The story of my eventual escape from torment (after several game months) is a post for another time. Suffice is to say that it was NOT my own badass character that freed himself (he was too busy writhing and suffering torment to find his amulet of the planes).

[did I mention I was a poster child for the "munchkin class?"]
; )

Wednesday, June 16, 2010

The Art of B/X Game Design

From Tom Moldvay's Dungeons & Dragons Basic Set:

DUNGEONS & DRAGONS Fantasy Adventure Game ("D&D Game" for short) is a role-playing adventure game for persons 10 years and older. In the D&D rules, individuals play the role of characters in a fantasy world where magic is real and heroes venture out on dangerous quests in search of fame and fortune...

...this game, unlike others , does not use a playing board or actual playing pieces. All that is needed to play are these rules, the dice included in this set, pencil and paper, graph paper, and imagination. The game may be more exciting if miniature lead figures of the characters and monsters are used, but the game can be played without such aids....

...while the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable...the purpose of these "rules" is to provide guidelines that enable you to play and have fun, so don't feel absolutely bound by them.

[all quotes taken from the 1st page of the Introduction]

These little excerpts don't really do justice to the succinct economy of game design that is the Moldvay rules...the first page is excellent in its description of what the game is, the expectations one might have of play, and the lay-out of the game rules with regard to teaching this (not to mention a nice little "how to read this book" bit).

The purpose of this post though is NOT to talk about how wonderful Moldvay's rules are in this regard, nor to discuss the merits of "intro to RPG" sections or anything like that. Hell, it's not even to "point to flaws" in other game designs (as some of these "design posts" on my blog often do).

Rather I just want to give you folks an idea of what I'm working with when it comes to my B/X Supers game (yep, the working title still hasn't changed).

You can strike the whole first paragraph of course...the design goals and game play of Dungeons & Dragons has little bearing on a superhero RPG (really...heroes fight for Truth & Justice not gold and glory...in general). I kept it in, because I thought it was just a great example of how Moldvay's rules state right from the beginning - page 1, chapter 1, paragraph 1 - what the game is all about and how it's designed to be played. Something I need to keep in mind when designing any game.

Paragraph 2 is the more important one, from my point of view. It describes what is needed to play the game and gives information on how B/X play differs from other games. For example, it uses no board or playing pieces. Graph paper is needed...but as is explained later in the rules (or "rules" in quotes, as Moldvay refers to them), the graph paper is for the mapping of the dungeon...not for use as a battle map for 5' steps and whatnot.

The supers game is going to need even less material: graph paper will be optional. Generally superheroes won't be exploring dungeons, and a standard city map would be as useful (if not more so) than any scribbled doodles on paper I can make. And as with comic books and action films, things like "range" are going to be deliberately subjective, if not "fast and loose" in the extreme.

In the end, my supers game will be a game, but the book will only be, can only be, a set of "guidelines." Today, I narrowed down the power list to eight categories, each with 12 powers. It's enough to get the game started. Others will be able to add on as they see fit, I'm sure.

Wow...my eyes keep drifting closed. Guess it's time to give the ol' carpal tunnel a rest! zzzzzzz....

Friday, June 11, 2010

Old School Super Weaknesses & Powers


I was re-reading Villains & Vigilantes again today, specifically the power section when I came upon this particular section I had completely forgotten (give me a break - I've only ever read the book once, and have not yet had a chance to play it!):

When all powers and weaknesses [each player rolls one random "weakness" in addition to 3-8 (1D6+2) super powers] are determined, the player must select one of the powers to discard. It is better to drop a power which will leave you with a remaining set which are interesting and go well together, rather than simply getting rid of some ability which doesn't look very powerful.

Each character also has the option of dropping the weakness he received if he feels that it would hinder him too severely. However, to do so he must drop a second power as described above.


I know I was talking about my dislike of randomness in super power games yesterday, specifically with regard to Marvel, but V&V does a great job of making the random power generation coherent with these two rules. Discarding one power (especially when you only have a handful, many of which are open to radical interpretation) really gives you the ability to "tighten up" an otherwise incoherent bunch of abilities. And the "weakness" rule is good as well...if players don't want the weakness they don't have to have it. And the price they pay to drop it (abandon an additional power) simply allows them to tighten the character concept further. It's a win-win all the way around.

I was already considering adding weaknesses to my game...they are just such a trope of the comic book superhero. The kryptonite achilles heel, Daredevil's blindness, Tony Stark's drinking, Spiderman's numerous imperiled family members/love interests (as well as always being broke as a joke)...it seems like most every hero has something that makes him or her flawed (I'm not sure what Green Arrow's weakness is...that he's a libertarian? that he's an easy target for police trying to crack down on vigilantes due to his lack of "real" superpowers?).

However, I had been considering having the weakness as optional...a means of perhaps gaining an extra superpower. Now...well, I have to admit, I like V&V's take on it. Perhaps a list of minor weaknesses (mandatory) versus major weaknesses (optional)? I'll have to think about it.

I never did like the weaknesses in Marvel Superheroes RPG (I refer to the limitations found in the Ultimate Powers Book). As with many aspects of Marvel, I found this particular system lacked granularity...plus, I just didn't find it very fun.

Yesterday, I spent quite a bit of my day working on the Superhero game. Finished my sidekick rules which are, quite frankly, totally awesome. Also fleshed out most of combat and XP/advancement (some people might be disappointed to hear that - at this time - combat is going to be a variation of my attack-less variant combat system for B/X).

I also put together a list of as many general super powers as I could think of off the top of my head. I got 103, which according to the good Doctor is probably "three too many." He doesn't think there should be more than 100 (which interestingly, appears to be the exact number present in Matthew's random charts over at Wheel of Samsara).

And he may be onto something. V&V only has 70 powers in its rule book (NOT counting "weaknesses") while Mutants & Masterminds only lists 93 (not counting Feats and extras), Heroes Unlimited has 90 random super powers (not counting spells, psionics, bionics, etc.), Aberrant has 65 (plus 9 "mega-attributes"), and Guardians has only 97 total. Advanced Marvel Superheroes does have 120 powers, but the original, basic Marvel Superheroes only has 60 including some of my favorites to be left out of the Advanced edition (Unique Weapon, Unique Vehicle, Intelligent Weapon, and Sidekick).

So even though I was considering compiling a single comprehensive list of powers including EVERYTHING from EVERY supers RPG I've got, I think instead that I'll do what I can to cut down the list to something a bit more manageable.

On the other hand, B/X D&D does have more than 100 spells in it (though admittedly spread over two rule books). I think that if I could get the power descriptions down to pithy, B/X-like blurbs, I might be able to get a few more than 100 into the game. But as I said, it's something I'll have to think about.

Right now, France and Uruguay just started their match. Later Gators!