I would start with what PL you would put various characters at.
I did. Power Level Unlimited (as abreiviated to PLU). I did say in earlier comments, that I suggest using the PLU optional rules for a more simulationist variant.
I would start with what PL you would put various characters at.
My personal list:@eaglejarl @Velorien @OliWhail What specific problems does the current system have that you wish to solve by changing systems?
e: I can guess stuff like "is slow to run", but if you could ennumerate the specific things you want in (you guessed it) a list, that would help us determine what the best system is.
EeeheheheheheheheheKagome, who totally knew what she meant when she kept using that word, accepted the compliment with his usual social grace.
- Determining success and failure should be straightforward. None of this division and exponentiation stuff. (In my experience this is the case with most systems already, so this doesn't distinguish between options well.
both Bob and Charlie are fleeing. Is Bob one range shift ahead of Charlie, or is Alice in Melee with both of them, since that only requires a B class success (Long -> Medium -> Melee, 2 shifts)? If so, does the extra class of success Bob got relative to Charlie mean nothing? Does Alice reach Charlie first and have to decide whether to run ahead and catch Bob? How far apart would the two of them be at that point, and can she use her melee-range Explode Everyone Except Me no Jutsu to catch both of them? It gets even worse when, as posited above, Bob is actually moving *toward* Alice while Charlie moves away. Right now this all gets decided by what the QM writing the scene feels is reasonable rather than by the mechanics directly, and I'd love it if the mechanics told me who could move where how fast and in what order (though initiative is only a very minor gripe).
This has been fun stats time. Join us next week for our discussion of the heat death of the universe!
Here's a few things off the top of my head. Note that where I say "There is no way", what I mean is "there is no standard way"; we can always make up a one-off rule, but that is fragile as well as time- and energy-consuming.@eaglejarl @Velorien @OliWhail What specific problems does the current system have that you wish to solve by changing systems?
e: I can guess stuff like "is slow to run", but if you could ennumerate the specific things you want in (you guessed it) a list, that would help us determine what the best system is.
It's more that M&M operates under the conceit of having a Power Level. It's partially game-balance, and partially comic-book trope. Sure, no one ever really hits their PL caps in everything in superhero comics (and they don't need to), but the game typically assumes that you're meeting at least one or two, and the rest aren't too far behind.Okay, that's kinda weird. I went to look up the PLU rules to make sure I got the details correct, and I can't find any reference to its existence. I'm like 60% sure I didn't make this up. But even if I did, I still think that doing away with Power Levels is necessary to retain a simulationist feel. After all, there's no reason why someone having a rasengan in their hand should make them have to be less accurate with it than someone who's just punching. Or why someone who knows Crystal Element: Diamond Skin (Protection 20, impervious.) absolutely must be crap at dodging.
So, yeah, you could use system-mastery to hack it and make things work... but rather than using PL, you'd need to establish firm benchmarks for almost everything in order to keep the "tiers" you see in Naruto (wherein student < genin < chunin < tokubetsu jonin < jonin < S-ranker < Kage)...
Especially endorsed ^
[Phoenix Wright]You shall never have confirmation. For all you know, this is the quest endgame, years from now.
Something something lotus eater machine something something screaming in Kagome
TBH This is my main point of reticence with M&M, too; otherwise it seems like a good system for the game. Does it matter if a +10 to a stat is superhuman if we aren't using human standards?I would personally recommend to avoid M&M because it's heckin' swingy, and replacing the 1d20 with 2d10 or 3d6 doesn't fix the fundamental issue that most of the system is designed around the idea that all roll results will regularly be up to +20... when a mere +10 to a stat is Superman level.
This is a very good idea, imo.Suggestion: hold interludes where we are told some information beforehand and make a choice to an event, to keep votes going and planning. Doesn't have to be plot-relevant, it could even be random historical ninja battles that have no effect on the plot (to prevent meta-abuse). Could also use it to 'test' various mechanics without players feeling too invested and see if things are smooth for writing purposes and the mechanics feel fair from the reader's PoV
Thirded. Sounds like a good thing to do for Sunday, actually. I'm speaking at a conference this weekend, but I've got a six hour flight both ways with which to write, plus a 90 minute train ride to get into the city, so I'm going to try to write something tomorrow. Let's say there will be a Dresden Files test.Suggestion: hold interludes where we are told some information beforehand and make a choice to an event, to keep votes going and planning. Doesn't have to be plot-relevant, it could even be random historical ninja battles that have no effect on the plot (to prevent meta-abuse). Could also use it to 'test' various mechanics without players feeling too invested and see if things are smooth for writing purposes and the mechanics feel fair from the reader's PoV