But is this really tactical, or "just" genre emulation ?
You know, I kinda miss GM advices like "Imagine you were a producer/editor/whatever of this show/comic and do exciting stuff that would increases ratings/sales!" as seen in Mekton Zeta.
That's not about tactical combat, that's the obstacles for trying to get into said combat. If the actual combat starts (with maps and miniatures and all that stuff), I would argue that Supes and the Flash are a bit harder to stop than Batman. (Which is fine by me because I don't think superheroe gam...
Not to mention that tactical combat is kind of thrown out of the window if you have characters who can effectively be wherever they want or just blow through any obstacle. There are a lot of extreme variables in a superhero game.
Yeah, it basically boils down to "pick what you like the most". A lot of the changes seem to be more situated on the "front end" of the system, anyways. As for the "GR did super secret data-mining for 3e" conspiracy: Really? AFAIK, the developers of 2e were quite open and more than happy to answer q...
I only really got into the game with this edition, so any comparisons I make with previous edition are only bases on my little research :mrgreen: They've generally tried to move away from the classical D20 model, which is a good thing considering how restrictive and rules-heavy contemporary D20 is. ...
Could you give an example of such a power stunt? I thought Stunts did not allow you to raise damage, only add in extra conditions? Power Stunts allow you to create a temporary Alternate Effect, aka a power whose cost can't surpass the cost of the original power. Raising the damage is allowed as lon...
Depending on how frequently he does it, it could be either a visual effect of him Power Attacking, Improved Critical (though you'd have to describe the attack retroactively), or a Power Stunt of his Strength Damage that trades in damage for lower accuracy. The latter has the advantage of allowing fo...
Also, Batman would need to make 2 athletic checks to do a double move. And if you do that math rather then using the chart the double move action would only be about 13.6 mph; and that would be sprinting, where the human maximum is 27.79 mph. The chart is for ease of play, not for simulationism. Ha...
Well, the "7 is human maximum" comes from 2nd edition, where this would've been an attribute score of 24. Lifting capacity grows a lot faster in 3rd edition, so the new maximum for Strength and Stamina would be around 5 now (which the books actually follows AFAIK). And Batman can run A LOT faster th...
When in doubt, you can always reduce the Speed to suit your taste :3
And considering how insanely strong some of the "normal" animal writeups in the Gamemaster's Guide are, it seems the base assumption of realism is comic book physics.
When in doubt, use Force Telekinesis (or however it's called). The closest a unicorn would have is Move Object with the Noticeable Flaw (Due to the magical aura surrounding both the unicorn's horn and the affected objects). Technically, no Noticeable flaw, because Move Object is noticeable by defau...