What system would you use for a Pen and Paper CoH?
Shoot. Let me check the rule book. I suppose I should also activate Unyielding. Which section are defensive toggles covered in? And how do I apply Resist Energy?
So then my idea to implement CoH with the Star Fleet Battles ruleset would be considered unconventional, I guess.
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Oooohhhh, can my Sniper Rifle use the Phaser IV table?
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http://www.change.org/petitions/ncso...city-of-heroes#
We could do it in Call of Cthulhu and lose SAN every time Arcanaville explains the math behind something in excruciating detail using the missing number.
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@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
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I would be interested in hearing your methodology for statting out CoH enemies, especially in how you got their 'target PL'. I always tended to give them whatever powers they showed in-game with a max rank vaguely around the type of campaign they'd be in at their CoH level.
If you've got more character sheets for things I'd enjoy seeing them as well either here or in a PM. |
Thought of another system that could be used, too: Fudge.
The wisdom of Shadowe: Ghostraptor: The Shadowe is wise ...; FFM: Shadowe is no longer wise.
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Can I do a rewrite of the Interlok system (using Cybergeneration as a template)? I have a huge [REDACTED] for R. Talsorian.
*._.*
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About 3 years ago i started doing a comprehensive version of CoX using the Feng Shui RPG system, archetypes, origins, Unique Schticks for the inherent powers and adapting its Fu-chain system of r use with the power sets.
This was after having thought about Mutants and Masterminds and Hero/Champions as well as about half a dozen other options (Oh and lets not forget the Buffy System City of Heroes game, that actually had a starter put out). But the more I worked on it the more I wanted to play a different sort of game, the more I researched the more I wanted things not available in this game.
Out of hundred of individual "super" powers I came up with a list of 79 specific types, I have about 20 specific attributes and a similar number of disadvantages, I have archetypes (which are very familiar) and distinctions between Heroes and fodder as well as several ideas about what is a staple of super-hero action (knockback anyone?).
The end result? About a year after starting I had so much info on making a CoH game that wasn't actually from the MMO I decided to scrap my plans and go for the big time.
I am now 2 years into writing out my own Super-hero game with the first plans on several subsequent books, I've talked to artists and designers, discussed things with publishers about getting it out an about and hopefully in the not to distant future I will be able to get it all together.
I also have ideas for several "Child" systems using what I have come up with.
Maybe sometime I might get back to the original CoH premise...
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Can I do a rewrite of the Interlok system (using Cybergeneration as a template)? I have a huge [REDACTED] for R. Talsorian.
*._.* |
![Wink](images/smilies/wink.gif)
And on a related note, If (as some mentioned above) you're looking for a Seriously Non-Crunchy System = then T.F.O.S. (Teenagers From Outer Space) is another 'R. Talsorian' game that would be perfect!
Particularly the older printing/version of the game that was less 'Japan-anime' than the reprint. It was a bit less Project_A-ko, and bit more "Galaxy High" ...
City of Heroes didn't fail, City of Heroes was killed. If a 747 dropped on your house, you'd say you were killed, not you failed to find a safer dwelling.
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Andy Belford
Community Manager
Paragon Studios
We could do it in Call of Cthulhu and lose SAN every time Arcanaville explains the math behind something in excruciating detail using the missing number.
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Types of Swords
My Portfolio
AEG really had/has some great table top systems. We ended up converting the 7th sea system to several different themes. The last being a Weird West setting.
Types of Swords
My Portfolio
Mutants and Masterminds is the way to go for PnP of CoX.
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I'm running a Mutants and Masterminds 3rd / DC Adventures game at the moment (Well, next session is in 4-5 hours), and I'm weaving elements from CoH into it - I'm employing some of my own thought on it, however (I just statted Neuron and Bobcat at PL 15 and 12 respectively, although Neuron's combat stats are PL 13 - the extra Science and Technology skill ranks push him over. My players reached PL 11 last session - I think helping to drive Trigon away from Earth would justify the power level creep)
As far as Power Level for characters, I'd be inclined to start them off at PL 10 (as is standard) with 150 points. Each power tier would then be a power level (so L16 would be roughly PL 11, and so on)
This is why AEG had such a better d10 system. There were no botches, in 7th sea. Really I could go on for days about how the 7th sea system was better than WoD and AEG's own L5R system. Things like exploding dice (roll a 10 and roll it again, and sometimes again, till you stop rolling 10's), for every D10 you had in your dice pool over 10 was not rolled, but became an automatic success (a 10 that is).
AEG really had/has some great table top systems. We ended up converting the 7th sea system to several different themes. The last being a Weird West setting. |
But one system I would almost be tempted to convert COH to?
Mutant Chronicles.
For some reason, I just REALLY liked the mechanics behind that game (the setting itself rocks, too - I've got a Brotherhood Revisor that is flatout FRIGHTENING), and wanted to see them implemented elsewhere. Between the initial advancement system and the general mechanics of the game, I think there's a lot of potential there.
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Somewhere, I still have a binder with all of those character descriptions. I'd spend hours pouring through the stats of all of the different heroes...drooling especially over the Beyonder's character sheet.
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The number of times I had people try and BS a column shift to Beyond...
![Confused](images/smilies/confused.gif)
Such a great system and so evocative, for mine. I hear the new one (which I own but haven't sat down and properly read) is similarly pick up and play.
S.
Part of Sister Flame's Clickey-Clack Posse
My favourite "super hero" system has to be Aberrant. But the system is very setting specific, so I wouldn't try to run that for anything non-Aberrant. Especially not City of Heroes.
For that, I think I'd go for Mutants and Masterminds 2e. It's not too mechanically heavy, and it can cover just about anything. |
And as a side benefit, Aberrant comes in two forms for two crowds: the old Storyteller System is very nearly the same thing for World of Darkness fans, and it also has a d20 Modern version for D&D 3.5 fans. (And then you've got folks like me who love both systems and can't decide.)
I played Champions RPG when it was still mail order, way back when it was first introduced in 1981! Sad, really. It's still a great game today.
Why is it a weird twist? Because Cryptic purchased the entirety of the Hero System. They own it. Cryptic also owns a (not as successful as CoH) competitor MMO based on that Role Playing Game. Hence the weird twist. |
Dr. Todt's theme.
i make stuff...
In the last few years, I've become enamored of the FATE system and its narrative focus. So I would advocate using Strange FATE, the FATE variant created for The Kerberos Club (FATE Edition).
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Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
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Got a Mids suggestion? Want to report a Mids bug?
My understanding was that Champions *was* the Hero system. My first brush with it, IIRC, was Champions 3rd Edition. At that point, the only other system I'd seen that was so horribly bogged down by its own mechanics was Loremaster.
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I was at Pacific Origins with some pals the year it was released (1981) and picked up what must have been some of the first copies available from their booth- it was a staple-bound paperback, much less comprehensive than the 1st hardcover edition a few years later.
*In the (1989? version with the 1st printing's hardcover binding that fell apart the 2nd-3rd time you dropped it) = 4th Edition & they were the same system*
"Champions" was effectively just a setting for the Hero System, Fantasy Hero, Ninja Hero, Space-something, 3D (=Time Travel), Dark Champs =Vigilantes, Western Hero (/e shudder = I still have it, its was a waste of paper), I know there were a few more. I've got the more obscure ones =aka mostly useless (and some older 3rd Ed stuff) in a box.... somewhere?? Later on, you could get the 'plain vanilla' = "Hero System" with out the Champions or any particular "setting". |
My pnp gaming group fell apart at some point so I haven't got any hands-on experience with more recent stuff like Mutants & Masterminds, but any older superhero pen and paper stuff I've played at least a couple of times- Superhero 2044, anyone? Champions was always my favorite- reminded me a bit of CoH, in that character creation often seemed at least as big a part of my enjoyment as actually playing or running a game.
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Champions came first, the Hero system evolved out of it.
I was at Pacific Origins with some pals the year it was released (1981) and picked up what must have been some of the first copies available from their booth- it was a staple-bound paperback, much less comprehensive than the 1st hardcover edition a few years later. |
The Hero System is still one of my favorite systems. Mostly because you can get as granular as you want with it, but you can also play it more streamlined. While actually designing characters can be a bit slow and math intensive if you're not using predesigned frameworks gameplay can be pretty quick once you're past character generation if you stick with the more basic combat rules. In fact you can play with just some character sheets and a list of standard modifiers once you have the basic rules down. Of course the flexibility of the system means the GM has to set some ground rules and limits and approve character builds or someone familiar with the system can break it pretty badly.
Dr. Todt's theme.
i make stuff...
This is why AEG had such a better d10 system. There were no botches, in 7th sea. Really I could go on for days about how the 7th sea system was better than WoD and AEG's own L5R system. Things like exploding dice (roll a 10 and roll it again, and sometimes again, till you stop rolling 10's), for every D10 you had in your dice pool over 10 was not rolled, but became an automatic success (a 10 that is).
AEG really had/has some great table top systems. We ended up converting the 7th sea system to several different themes. The last being a Weird West setting. |
Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
My pnp gaming group fell apart at some point so I haven't got any hands-on experience with more recent stuff like Mutants & Masterminds, but any older superhero pen and paper stuff I've played at least a couple of times- Superhero 2044, anyone?
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![Big Grin](images/smilies/biggrin.gif)
pressure/
grace
I think if you are a confident GM who is familiar with the system then GURPs is a very good option.
I played in several WW2 themed superhero games based around 500 point characters. It's a good number of points to make a reasonably competent hero without being stupidly over-powered. The GM should check the characters over before play to make sure they are fairly balanced.
We could do it in Call of Cthulhu and lose SAN every time Arcanaville explains the math behind something in excruciating detail using the missing number.
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