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SUPERS Revised Edition

Started by Zachary The First, July 28, 2014, 09:37:59 PM

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Zachary The First

So I wasn't in a position to pledge on this Kickstarter, but I see SUPERS! Revised Edition is out. Has anyone picked this up yet? How does it compares to the original? Strengths? Weaknesses? I rather liked the original rules.

http://www.rpgnow.com/product/130108/SUPERS-Revised-Edition
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urbwar

It's a big improvement. Added some new powers, revised others, nixed nerfed stuff like Tough Defense. Expanded Boosts/Complications, Advantages/Disadvantages. Some minor changes to the base mechanic that makes the game run better (imho)

Art is a huge improvement. I got the limited edition villain cover, as I felt the regular cover had way too many characters with the same color scheme on their costumes.

cranebump

They fixed the problems with Armor Piercing, and cleaned up a lot of other things.  Presentation is a LOT better.  It runs pretty much the same, however (both strengths and weaknesses). I'm currently in the midst of a silver age campaign and find that one shotting is a real possibility with a big attack on the first go. I'd recommend using the dice cap rules, and never taking more than the highest 5d.
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Silverlion

I don't have the original, so I only can say the current version is very sweet. I like what it does. Its mechanically robust, without getting too complicated.

It doesn't knock Icons or MSH off my "top superhero games not written by me.." but its very very good.
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Vargold

I stayed out of the development discussions on the old Supers! forum because I was nervous about what might be done to Simon's game. But I was thrilled when I got the new book and realized that clarification without complication had been achieved. Minions have been streamlined/simplified--one key change that hasn't been mentioned yet.
9th Level Shell Captain

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tenbones

It looks cool.

how does the system work? does it scale well?

Vargold

It's generally opposed dice rolls (your Energy Blast attack vs. your opponent's Armor power or Reaction resistance defense). High roll wins and does 1D in damage to one of your four resistances for every 6 points (I think) over the defense roll.

What's great about this relatively vanilla mechanic is that you can't use an attribute more than once in a round (unless you pay extra at chargen to boost the attribute). So if Hulk attacks Ultron with his Super Strength, he can't use it to defend against Ultron's response. But he can use any other attribute he has: his Fortitude defense (toughs it out), his Reaction defense (dodges the attack), his Regeneration power (heals from it immediately), his Fighting aptitude (throws Ultron off balance), etc. People have even talked about Tony Stark using his Wealth advantage as a defense pool. And you can defend as many times as you have attributes to use.

I'll let someone else address the scale issue, as I've only ever played with 20-25D starting characters, about the equivalent of your average X-Man.
9th Level Shell Captain

"And who the hell is Rod and why do I need to be saved from him?" - Soylent Green

Obeeron

We switched to Supers RED from Hero System in two separate campaigns and have been thrilled by the decision.  It is tons more fun to run and play, and really has a fun flexibility and creativity about it that almost all other games we've played have lacked.  The revised edition is a solid improvement, although the old edition has the "core" of the mechanics that make the game so much fun.

This is not a system for simulation or for munchkins.  If you want intense mechanics to differentiate PCs, look elsewhere.  It largely comes down to "my pile of d6s versus your pile of d6s", which works gloriously well in play.

You can use an ability/power/attribute to attack or defend with, but you can only use it once per round (except for Armor).  So if Mr Smash with 5D in Super Strength tries to smash Ms. Speedy, she can leap out of the way by using Reaction to defend, or use Super Speed to run away, or if she's already done both this round, maybe she can use Super Leap to jump away or Athletics to tumble underneath Mr. Smash.

The system only lightly constrains powers.  You can't use Armor to block a mental blast, or your Will to evade a thrown car.  But you can use your Fire Blast to blow the car up before it hits you, or use Super Brain to calculate the trajectory of the car and be out it's path at the moment it is launched.

It is really a ton of fun for my group, because we love describing the scene and our actions in colorful ways.  We hate "I swing my sword ... for 3 damage" and we also hate "I use X power modified by Y complication to do Z damage in Q situation" of effects-based systems that are more about limitations than enabling fun.  Also, we don't like, "I push button A to activate  power Z" a la D&D 4E.

Good stuff, really.

flyingcircus

I just got a Hardcopy of it and started reading through it, it really looks nice and the chargen is really easy.

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3rik

Quote from: flyingcircus;773212I just got a Hardcopy of it and started reading through it, it really looks nice and the chargen is really easy.

*picture*
I ordered in a hardback copy of the limited villain cover edition. Look forward to getting it.

(Also, Army of Darkness RPG :cool:)
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tenbones

Okay... that sounds interesting enough for me to pick up a print copy. I'm IN.

kroh

Quote from: flyingcircus;773212I just got a Hardcopy of it and started reading through it, it really looks nice and the chargen is really easy.


WOW!  That book is in good company (and I am happy that we are on top!).  

Thanks for all of the love and support, guys!  We really appreciate everyone coming out and giving Supers! RED a look.  We have big plans so please stay tuned.

Regards,
Walt

TGIDragonfly

Howdy folks!

As one of the co-authors for SUPERS! Revised, I'm humbled by the positive responses to the game.  

First praise should go to Simon Washbourne, of course, for designing such a solid core mechanic, but I'm glad (and relieved) to hear that the work that Rus and I did on the game preserved the goodness that was already there while adding some desired crunch and clarification.

Being a fan of the game well before I got the writing gig, I'm personally grateful for the wonderful work done by the Walt, Ade, Joe and DT in terms of art and design.  I think their efforts have really elevated the game to a new level.

Anyway, thanks for all the support, and feel free to ask any questions, share any thoughts, or offer any feedback that you might have as you peruse the game.

All the best,

Dragonfly

Zachary The First

Quote from: TGIDragonfly;774521Howdy folks!

As one of the co-authors for SUPERS! Revised, I'm humbled by the positive responses to the game.  

First praise should go to Simon Washbourne, of course, for designing such a solid core mechanic, but I'm glad (and relieved) to hear that the work that Rus and I did on the game preserved the goodness that was already there while adding some desired crunch and clarification.

Being a fan of the game well before I got the writing gig, I'm personally grateful for the wonderful work done by the Walt, Ade, Joe and DT in terms of art and design.  I think their efforts have really elevated the game to a new level.

Anyway, thanks for all the support, and feel free to ask any questions, share any thoughts, or offer any feedback that you might have as you peruse the game.

All the best,

Dragonfly

Thanks for stopping by! By the way, I sent you a PM,  when you get a minute.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

3rik

Mine arrived yesterday morning.

It\'s not Its

"It\'s said that governments are chiefed by the double tongues" - Ten Bears (The Outlaw Josey Wales)

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