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1:57 pm October 18, 2010
| trexnco
| | Out There | |
| Thaumaturgist | posts 60 | |
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Does anyone know any alternatives or good house rules for character generation for the 1st edition Marvel Superheroes game? I getting ready to run a game of it but when the players rolled characters some were like Galactus, some were like Aunt May. Not exactly what you want for a balanced game.
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9:33 am October 19, 2010
| Producer Matt
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I will be running a Marvel Superheroes game in the future and was pondering the same question. I thought about giving each player a pool of karma points to use during character generation. The Karma pool would work the same was karma is used to modify rolls in the game, add a bonus to your die roll equal to the number of points spent. With one difference, you can choose to spend points after rolling the dice. This would help bump up the weak Aunt May characters, but also has the potential to my the Galactus characters even stronger. I'm thinking of adding the extra limitation that a stat cannot be raised above say Amazing Rank, in this fashion.
Now as for how many karma points to give a character during character creation, that I haven't worked out yet.
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9:48 am October 19, 2010
| Lass
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I think one good way is to give people a set pool of abilities they can distribute themselves… say 2 Incredibles, 1 Amazing, 2 Typicals and 1 Good for example. Then set up a power buy system. I dunno… sorta thinking out loud. But I too am thinking of trying to run a Marvel game, prolly over Skype and Maptools.
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10:14 am October 19, 2010
| Producer Matt
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Another place to check out would be www.classicmarvelforever.com/cms/. That site is the ultimate repository for all things Marvel Superheroes.
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9:42 pm October 19, 2010
| DM Vincent
| | PA- Land of the freelancers | |
| Admin
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trexnco said:
Does anyone know any alternatives or good house rules for character generation for the 1st edition Marvel Superheroes game? I getting ready to run a game of it but when the players rolled characters some were like Galactus, some were like Aunt May. Not exactly what you want for a balanced game.
We played this game quite a bit back when it was out, and I don't remember having any problems..
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1:54 pm October 20, 2010
| trexnco
| | Out There | |
| Thaumaturgist | posts 60 | |
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Another issue I had with character generation was the random mix-match of powers. I think some kind of point buy is a good idea. Thanks for pointing me in the direction of that site as they have some pretty interesting options for rolling characters on an even keel.
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8:33 am May 7, 2011
| Azeoth
| | Waukesha, WI | |
| Theurgist | posts 26 | |
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Old school Marvel (pre-Saga) was my favorite game back in high school and college. The disparity in character power depended on the rules used for character generation. The Deluxe set was the most balanced while the Ultimate Powers Book was the least. You could still end up Aunt Mays in the Deluxe set, but there were no Galactuses, not even Iron Men or Thors. We really didn't try to balance the power level of the characters. If someone felt like their character was too weak compared to the rest of the team, they would roll up a new one. The Judge could also decide that a character was too powerful for the type of game he/she wanted to run. That player would either have to drop some ranks down a bit or roll a new character and keep the more powerful one on the side for a later, higher-powered game. Some players enjoyed the role-playing challenge of playing a Daredevil in a team surrounded by Spidermen. The Deluxe set also allowed players to chose their powers within the category rolled. The UPB was completely random. I've made very few characters with those rules that made any sense.
Another aspect of power level is how creative the players are. I rolled up a relatively weak character, but he ended up being very tough. He had the power of Probability Manipulation (good and bad) as well as the talents of Martial Arts A and D. He couldn't hurt any of the tougher villains, but he they had a very hard time hitting him and he could stun or slam anyone.
trexnco, what rules did your players use for character generation?
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8:55 am May 13, 2011
| trexnco
| | Out There | |
| Thaumaturgist | posts 60 | |
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I ended up giving the players a handfull of scores they could distribute as they sought fit. So for example their highest ability was 50 with another 40 then the rest 30-10s. I also let them choose their own powers with limits. It worked out really well for a short campaign of 6 games.
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