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Super Powers in Mass Battles

 
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DevM
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Joined: 31 Jul 2009
Posts: 21

PostPosted: Thu Apr 12, 2012 6:04 am    Post subject: Super Powers in Mass Battles Reply with quote

In the Super Powers companion (and NE) some super powers do not need any skill roll to work. Since Super Powers from these sources have no Arcane Skill roll how do I apply them in a Mass Battle? I know I can use Fighting and Shooting for some powers but how do I judge powers like Whirlwind and Earthquake?

Thanks for you input.
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Clint
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Joined: 13 May 2003
Posts: 16157

PostPosted: Thu Apr 12, 2012 8:42 am    Post subject: Re: Super Powers in Mass Battles Reply with quote

Mass Battles give the option to use Fighting, Shooting, or arcane skill, of which, you are correct, there are cases where powers don't use those.

Not an "official" answer, but I'd say when using inherent powers which don't require a Trait roll that Smarts would also be an allowed option. That would reflect the character figuring out how to best use those powers in a mass battle situation.
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DevM
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Joined: 31 Jul 2009
Posts: 21

PostPosted: Thu Apr 12, 2012 12:23 pm    Post subject: Another Thought Reply with quote

Hey Clint,
Yea, I figured something like that. But, since, AB (Super Powers) isn't associated with any Trait I didn't know which one to go with. Smarts for tactical value, Spirit for power, or Agility for guidance. They all seemed valid to me on some level.
Also, a great fighter, with an Agility d8 may achieve a d10 or d12 fighting or shooting. Since Super Powers aren't associated with any Trait it seemed like I would be short changing the casters.
An alternative I thought of on my drive to work (it's 40 min. to an hour so I have time to daydream) was to base it on power points. After all with Supers their power points really do define their effectiveness. So, for every 5pp spent on powers they would have a die type in Mass Battle. So a starting hero would have a d6 (I don't think I will count Super Karma). If he takes his Novice level power points d8. At Seasoned d10, Veteran would be d12, etc. Assuming he took power points every level.
This also might account for the damage disparity between weapons and powers. After all a Super with Whirlwind / Twister does 3d10 damage in a med burst template. That's a far cry from a guy doing Str + d8 with a sword or 3d6 with a shotgun.

What do you think?
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Clint
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Joined: 13 May 2003
Posts: 16157

PostPosted: Thu Apr 12, 2012 7:53 pm    Post subject: Re: Another Thought Reply with quote

DevM wrote:
Hey Clint,
Yea, I figured something like that. But, since, AB (Super Powers) isn't associated with any Trait I didn't know which one to go with. Smarts for tactical value, Spirit for power, or Agility for guidance. They all seemed valid to me on some level.
Also, a great fighter, with an Agility d8 may achieve a d10 or d12 fighting or shooting. Since Super Powers aren't associated with any Trait it seemed like I would be short changing the casters.


I don't know; the powers that don't use any Trait are pretty rare (barring passive ones, but other passive abilities aren't accounted for in Mass Battles, so no reason for those really).

DevM wrote:
An alternative I thought of on my drive to work (it's 40 min. to an hour so I have time to daydream) was to base it on power points. After all with Supers their power points really do define their effectiveness. So, for every 5pp spent on powers they would have a die type in Mass Battle. So a starting hero would have a d6 (I don't think I will count Super Karma). If he takes his Novice level power points d8. At Seasoned d10, Veteran would be d12, etc. Assuming he took power points every level.
This also might account for the damage disparity between weapons and powers. After all a Super with Whirlwind / Twister does 3d10 damage in a med burst template. That's a far cry from a guy doing Str + d8 with a sword or 3d6 with a shotgun.

What do you think?


Well, if the PCs are supers, then they are all supers, and you basically end up with everyone rolling the same die. Plus, presuming a world with supers, then the opposing force would have them as well (or a countering force of some kind), which brings us back to square one.

One thing for sure. if the Mass Battle does include supers, then the scale probably needs to be boosted as far as the effect on the PCs. While they can do more, they face more. In short, increase damage.
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TommyBrownell
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Joined: 27 Aug 2003
Posts: 757
Location: Oklahoma

PostPosted: Fri Apr 13, 2012 11:35 pm    Post subject: Reply with quote

I actually did a mass battle in Necessary Evil (PCs leading Russian villagers against V'Sori occupiers and drones...long story) and it was kinda awesome (the PCs were horribly outnumbered). I think we had a "non-linked" example and tended to default to the Spirit (or the better of Spirit and Smarts).

Either way...it went incredibly smooth and a good time was had by all...(towards the end, we turned it into a chase scene as the leadership tried to bail and our Scrapper chased him down, and then into a standard combat as he caught up with them).
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