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Author Topic: SuperSystem 4th Ed. Fast-Play Rules  (Read 4689 times)

Offline fourcolorfigs

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  • Posts: 1913
    • http://www.four-colorstudios.com/
SuperSystem 4th Ed. Fast-Play Rules
« on: October 09, 2014, 04:55:15 PM »
Hey, folks!  Joe D. finished the layout for both SS4 and the new SS4F--the SuperSystem 4th Ed. Fast-Play Rules

We're pretty excited about this 5-page quick start. It really gives folks an easy way to see if the rules will work for them. We're going to make sure it goes onto Wargame Downloads and Saber's Edge as a free download, but I though I'd show it off here first for folks to check out.

https://app.box.com/s/742xd43j7kxl57fox9nk

It still needs a few edits to make it complete, but this will also give you an idea of the highly accessible and readable layout style of the main rule book; both are done in the same style.

Remember, this is a fast-play doc; a lot of the more complex rules are not in there. Just the most important stuff.

Let us know what you think!

Thanks!

Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


======
"The world breaks everyone, and afterward, some are strong at the broken places."

--Ernest Hemingway

Offline Hat Guy

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Re: SuperSystem 4th Ed. Fast-Play Rules
« Reply #1 on: October 09, 2014, 11:25:43 PM »
Will give them a go tomorrow hopefully.  ;)

Offline Kes

  • Bookworm
  • Posts: 82
Re: SuperSystem 4th Ed. Fast-Play Rules
« Reply #2 on: October 11, 2014, 09:46:27 AM »
Cheers, downloaded and will give them a go with my youngest in the week :)

Offline Hat Guy

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  • If you want peace, prepare for war.
    • Superhero Gaming Blog
Re: SuperSystem 4th Ed. Fast-Play Rules
« Reply #3 on: October 11, 2014, 11:55:26 PM »
Ok, here are my thoughts:

- No running or charging really slows the game down, but makes ranged combat a lot more viable.
- Regeneration being 2D and goals scored is pretty powerful, I'm hoping it will be costed appropriately.
- I'm not sure I like Sense being the Initiative/spot stat, in SS3, an Agile or Smart character could have a decent initiative which makes sense in terms of how such a thing is represented in comics.
- I know they're quickstart rules, but I felt that there wasn't much I could do with my AP, one of the strengths of SS is the ability to do a variety of things with different supers.

I'll reserve judgment for when I have the book in my hands, but given all the effort I've put into SS3, I'm still leaning towards that.

Offline fourcolorfigs

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Re: SuperSystem 4th Ed. Fast-Play Rules
« Reply #4 on: October 12, 2014, 02:48:20 PM »
These are just quick-start rules. A lot is simplified to let folks know what the game is like and how it will play.

Had we included all of the maneuvers and other stuff you can do with AP, they would go on and on and defeat the purpose.

They're really for newbies and folks with just a bit of experience with the game.

Anyway, work continues apace on the layout of the full SS4 rules.

Thanks!

Offline styx

  • Scatterbrained Genius
  • Posts: 2972
Re: SuperSystem 4th Ed. Fast-Play Rules
« Reply #5 on: October 13, 2014, 12:38:26 AM »
Ok, here are my thoughts:

- No running or charging really slows the game down, but makes ranged combat a lot more viable.
- Regeneration being 2D and goals scored is pretty powerful, I'm hoping it will be costed appropriately.
- I'm not sure I like Sense being the Initiative/spot stat, in SS3, an Agile or Smart character could have a decent initiative which makes sense in terms of how such a thing is represented in comics.
- I know they're quickstart rules, but I felt that there wasn't much I could do with my AP, one of the strengths of SS is the ability to do a variety of things with different supers.

I'll reserve judgment for when I have the book in my hands, but given all the effort I've put into SS3, I'm still leaning towards that.

Feeding off Hat Guy after reading...overall it is pretty good. I think some polish here and there....

Running and charging are advanced rules...so not a need here...I have a suggestion...
Plus I agree that the AP focus is HUGE and should have more of a spotlight than a cameo....

Page 3 under Other Traits: (suggest this)
Two important secondary traits include AP and Vitality. AP sets the distance in inches a model may move, use powers and take special actions to give dynamic versatility to your models action in the game. Vitality is the number of hits a model may suffer before being removed from play due to its injuries.

You don't have to use that language, feel free to tweak it to how you like it and make it natural to the rest of the wording. In essense, try to capture more of the AP flavor was the intent.

Also Question: Are you going to have example characters anywhere else? If so, this may be duplication of that.....
Personally, this is my two cents, drop the page.....have the info on the website with the characters there and don't worry about the samples...refer to the URL with the data there that the people can access. The reason for this is I find these not very useful or often what is selected isn't as useful has having access to a more wider base of examples to reference in character stats.

I also would like to suggest for the example instead to use something like "Comic Life" and do a more comic book style example of game player. THAT I think players would appreciate more and would be some nice eye candy.

Keep up the great job guys!
Check out my blogs!

Warhammer 40k, Fantasy and more!: http://armyoftheweek.blogspot.com

Warhammer Historicals: Legends of the High Seas and Old West, Gladiator: http://diceoflegends.blogspot.com/

Strange Aeons: http://strangeraeonsadventures.blogspot.com

Offline fourcolorfigs

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  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: SuperSystem 4th Ed. Fast-Play Rules
« Reply #6 on: October 13, 2014, 03:09:13 PM »
Thanks!  All of your feedback is helpful! I'll see what we can work in.

And I do see the value of highlighting all the stuff you can do with AP, I just feel like explaining it all in the fast play might make it too voluminous. I wanted to keep it short and punchy. It's a balancing act for sure.

At this point we have some latitude to make a few textual changes. This fast-play doc also appears in the appendix of the main rules, so newbies can flip back to it for a quick look, or vets can easily print it off from their PDFs to show newbies.

There will be a complete chargen example featuring Ape Austen.

Also, we have a detailed archetype section that allows you to easily put together a number of characters from templates.


Offline Bythtron

  • Assistant
  • Posts: 23
Re: SuperSystem 4th Ed. Fast-Play Rules
« Reply #7 on: July 21, 2015, 04:24:41 AM »
Working on reading threw therules.I just got them awhile ago

 

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