Reflections on the First Two Sessions of MHR

Jul 03, 2012 09:34

It's free-wheeling, it's fun and it seems more than a little biased toward the player-characters. Frankly, once we are used to the dice pools concept, and your GM gets a cup to separate the Doom Pool dice, this is going to be at least as much of a blast as Champions. However, it's going to be hard to take a heavy-hitter like Dr. Doom, let alone ( Read more... )

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johnnypowers July 3 2012, 22:05:29 UTC
You can always nerf us down some. You didn't know scaling, so we're "too good". Nothing wrong with it in a system like this.

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gm_p_k July 4 2012, 12:26:57 UTC
Let's get nerfing, then. Wren's Shapeshiting is not presenting a problem, so I could let each f you keep one key d12 power and then using the random generation rules to figure out what level everything else is. For example, if you have two Power Sets with a total of four or more powers in each, like Wren has, odds are that it's possible with a 9-12 on the Primary set and a 10 on the secondary. On a 10 or 11, you start with five powers in the primary, while rolling a 12 followed by a combination of 10s and 11s provides ten powers in the primary!

Without his Godlike Teleportarion, Xareth becomes a paradox: he can't get here, but here he is. d12 Brick Strength is not going to crash things, so Bryan can still be the strongest one there is until the Hullk gets mad at him.

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wren_bird335 July 4 2012, 03:25:01 UTC
That's part of the reason why I was uncomfortable with taking more than 1 d12 (so I didn't. The only d12 I have is in my Shapeshifting)... it's kind of a hard concept to warp your brain around, having such an open ended system as this. I'm so used to heavy math and strict rules, that this almost seems more difficult by comparison >.< However, I'm enjoying it so far.

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