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Author Topic: [Goalsystem] Super Mission Force  (Read 48814 times)

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #465 on: June 01, 2017, 11:48:55 AM »
Has anyone done any statistical tools on Excel or the like which can show average goals rolled from dice pools with/without rerolls? Could be a really useful toool when creating characters to make sure particular builds are as strong/tough as they should be. My stat-fu is pretty weak...

There's a chart in the back of the book with those numbers.  ;)
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 Weasel-Fierce

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Re: [Goalsystem] Super Mission Force
« Reply #466 on: June 01, 2017, 12:03:19 PM »
There's a chart in the back of the book with those numbers.  ;)

Awesome! Thanks for that, you've thought of everything! Just wanted to check my Superman build was going to be tough enough. Was going to go with a similar build to my Invincible using Resistance and Armour to represent his invulnerability. Looks like he'll be a damn tough nut to crack unless the opponent can Enhance some teammates or use gadget rerolls or dispel judiciously. This system is ticking all the boxes for me so far, nice job!
« Last Edit: June 01, 2017, 12:10:28 PM by Weasel-Fierce »

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #467 on: June 01, 2017, 12:28:30 PM »
Awesome! Thanks for that, you've thought of everything! Just wanted to check my Superman build was going to be tough enough. Was going to go with a similar build to my Invincible using Resistance and Armour to represent his invulnerability. Looks like he'll be a damn tough nut to crack unless the opponent can Enhance some teammates or use gadget rerolls or dispel judiciously. This system is ticking all the boxes for me so far, nice job!

Thanks! Superman should be a badass!

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: [Goalsystem] Super Mission Force
« Reply #468 on: June 01, 2017, 12:35:33 PM »
Has anyone done any statistical tools on Excel or the like which can show average goals rolled from dice pools with/without rerolls? Could be a really useful toool when creating characters to make sure particular builds are as strong/tough as they should be. My stat-fu is pretty weak...

Scott's kindly put that on p235 of the rule book :)

EDIT: Looks like I missed about three posts, sorry about that.
« Last Edit: June 01, 2017, 02:52:38 PM by fergal »

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
Re: [Goalsystem] Super Mission Force
« Reply #469 on: June 02, 2017, 12:13:53 AM »
Thanks! Superman should be a badass!

Speaking of Supes, I was contemplating making him a powerhouse Brick/Speedster. Am I right in reading that he can make multiple move-by attacks in a round until he fails an attack roll? Seems like with Super Strength this could be a bit brutal so I don't want him to be as egregious as that. Am I reading that right? I also think Flight and super speed is a bit much so I will probably house rule a 40" movement cap as I will only be playing on a 4x4 table.

Offline fourcolorfigs

  • Mastermind
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    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #470 on: June 02, 2017, 01:40:21 AM »
Speaking of Supes, I was contemplating making him a powerhouse Brick/Speedster. Am I right in reading that he can make multiple move-by attacks in a round until he fails an attack roll? Seems like with Super Strength this could be a bit brutal so I don't want him to be as egregious as that. Am I reading that right? I also think Flight and super speed is a bit much so I will probably house rule a 40" movement cap as I will only be playing on a 4x4 table.

Yes, that's how it works! It's a nasty combo, but one bad dice roll ends it.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #471 on: June 05, 2017, 04:17:55 PM »

Offline Elk101

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Re: [Goalsystem] Super Mission Force
« Reply #472 on: June 05, 2017, 04:46:51 PM »
A very decent review too.

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: [Goalsystem] Super Mission Force
« Reply #473 on: June 05, 2017, 04:55:26 PM »
We got reviewed on RPG.net!

https://www.rpg.net/reviews/archive/17/17156.phtml

Just posted it to the Crossover Minis FB page :)

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #474 on: June 15, 2017, 02:57:50 PM »
We incorporated the errata from the initial run of SMF into a corrected 2nd printing. Most of it is very minor stuff. I slipped in one new feature on Power Blasts because we had room, and I clarified Vampire a bit. Those are the only significant changes.

Here is a link to download the errata:

https://app.box.com/s/0kaaqsyph1h63e3ymlxbaarqsxhccboy

The Lulu and Drivethru PDFs are currently updated, and I sent Greg from Wargame Downloads the doc a few minutes ago, so it may take him a day or so to update.

Thanks!

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #475 on: June 15, 2017, 03:01:41 PM »
Also, here's a link to the character sheets:

https://app.box.com/s/24o0q2ilnoox6y0cyvy1wc30bkpi1cez

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #476 on: June 16, 2017, 01:52:39 PM »
Here's a link to the SMF adventure I'll be running tomorrow for Free RPG Day!

https://app.box.com/s/00xqmivaxz6rwsixpj0vce0zs0nxbmau

Offline Zeebeest

  • Bookworm
  • Posts: 92
Re: [Goalsystem] Super Mission Force
« Reply #477 on: June 16, 2017, 04:20:05 PM »
Here's a link to the SMF adventure I'll be running tomorrow for Free RPG Day!

https://app.box.com/s/00xqmivaxz6rwsixpj0vce0zs0nxbmau

Looks great! But Pittsburgh? Really, I wonder why  ;).

Greetings,
Zeebeest

Offline fairoaks024

  • Mastermind
  • Posts: 1559
Re: [Goalsystem] Super Mission Force
« Reply #478 on: June 16, 2017, 06:11:01 PM »
Just got notification that my copy has been mailed by lulu, can't wait
Cult of the black goat cultist No.10

Offline kimryoung

  • Bookworm
  • Posts: 71
Re: [Goalsystem] Super Mission Force
« Reply #479 on: June 16, 2017, 06:36:34 PM »
Thanks for the updates Scott!

I like your variable options for power blasts, though the 5” reduction in range in exchange for +1 Re-roll is not quite a fair trade off for Power Blast (major). You’re giving up 1/3rd your range for the Minor power (15 down to 10”), but giving up only 5” out of 30” for a +1 Re-roll with the Major power is a no-brainer! It would be more equitable to have the Major power also be reduced by 1/3rd from 30” down to 20”. This way you are getting a fair trade off with either of the power levels, and it is a tougher choice to make.

After getting back from vacation (including a great trip to Alaska!) I’m starting to get my game table set up for some SMF games. Spent some time going through the rules in preparation of character creation and had these additional thoughts:

The Mentalist Maneuver “Power Attack” gives you Re-rolls for your normal Mentalism attack, but if you chose Healing (major) it is of no value! I suggest it should read …add +2 Re-rolls to your normal Mentalism attack, OR Healing roll!

Speaking of Healing, seems there should be a Healing (minor) power for those with medical training/kits or even a character like Swamp Thing who has been known to heal wounds. This would be similar to the major and minor Enhance powers…

Healing (minor)
“You can heal yourself, or a character in melee contact with you. Roll 5D. Every two goals you score restores one lost box of Body damage (only). You cannot restore more damage boxes than your target began with. Your power also grants you +1D on any pre or post-battle Arcane or Science checks.”

I have several characters that I will use this with. It’s also a good one for a Sorcerers grimoire.

Also, it looks like the Street-Level Archetype is pretty viable and will be in use often. One limiting issue for their choice I think is they have no Archetype Maneuvers! Even Henchmen get the “Concentrated Fire” maneuver. I plan on giving my Street-Level Archetypes this:

Street Maneuvers

Street Fighter
You know all the tricks of a back alley gang fight! Add +1 Re-roll to your normal melee or ranged attacks! Recharge 2+

Street Smart
You have seen and heard everything in your neighborhood and add +1 Re-roll to any non-combat situations. This includes initiative, movement, objective, perception, but not KO checks. Recharge 2+

I think this gives the Street types some competitiveness, but not out of proportion.

One final thing, for a bit more diversity I’m going to have another Boost choice:

Armed
You’re armed with a Firearm and a Close Combat Weapon!
•   You can make a 10” body based ranged attack (4D)
•   Add +1 Re-roll to your melee attack rolls

These are from the street henchmen's equipment list. This allows me to get my Swashbuckling Pirate Brawler armed with a pistol and cutlass, and super agility into action!

Love the diversity and ease of character creation this game has!
Thanks Scott

Kim

 

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