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Author Topic: [Goalsystem] Super Mission Force  (Read 55789 times)

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #30 on: 01 November 2016, 02:03:55 PM »
Folks, just a word of caution, I would not print this out at this early stage as I am going to be making changes, additions, and subtractions all the time!

But it's your printing budget!  :D

Working on a batch of corrections right now!
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 YPU

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Re: [Goalsystem] Super Mission Force
« Reply #31 on: 01 November 2016, 02:17:22 PM »
Yea I learned that the hard way with the supersystem 4th playtest.  lol
3d designer, sculptor and printer, at your service!

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #32 on: 01 November 2016, 02:33:44 PM »
And as if on cue, updated version now available! Same link!


https://app.box.com/s/4sx2qknhb2nd4ptn8o4wrvmqd3ldgoa6
« Last Edit: 01 November 2016, 04:13:15 PM by fourcolorfigs »

Offline YPU

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Re: [Goalsystem] Super Mission Force
« Reply #33 on: 01 November 2016, 02:35:04 PM »
The link asks for account log in, which it did not do on the first version?  o_o

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #34 on: 01 November 2016, 04:12:12 PM »

Offline Erny

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Re: [Goalsystem] Super Mission Force
« Reply #35 on: 02 November 2016, 09:49:01 PM »
Many thanks for this FCF! I've given it a go with a certain fantastic quartet and enjoyed it greatly, and I have a bit of feedback. The first probably falls into the world of house rules to be honest but I thought I'd mention it in case you thought it a good idea. I wanted my not visible female to be able to protect her whole team with a force field. Not possible under the rules but I didn't think pushing a force field that had already been bought twice to cover an area rather than just two figures fitted quite well if it had a recharge roll.

Which brings me to the second and main problem.  I don't quite get chance rolls in this and void pirates. A chance roll is stated as 2D, but many rolls require more than 2 goals to work.  Is this a case of you have to get at least one 6 and a 4+ or is there a way to roll more dice that I'm missing?

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #36 on: 02 November 2016, 10:17:41 PM »
Many thanks for this FCF! I've given it a go with a certain fantastic quartet and enjoyed it greatly, and I have a bit of feedback. The first probably falls into the world of house rules to be honest but I thought I'd mention it in case you thought it a good idea. I wanted my not visible female to be able to protect her whole team with a force field. Not possible under the rules but I didn't think pushing a force field that had already been bought twice to cover an area rather than just two figures fitted quite well if it had a recharge roll.

Which brings me to the second and main problem.  I don't quite get chance rolls in this and void pirates. A chance roll is stated as 2D, but many rolls require more than 2 goals to work.  Is this a case of you have to get at least one 6 and a 4+ or is there a way to roll more dice that I'm missing?



Chance rolls, and recharge rolls, are designed to model rare or plot-driven resources. In the case of the supers genre, these would be powers that can often act as fun burglars.

When you roll 2D you can score the following:

0 goals
1 goal
2 goals
3 goals
4 goals

The average on 2D = 1.32 goals.

Any power or sub-ability of a power that has a Recharge (chance) roll greater than 1+ is intentionally designed to be hard to use more than once per game.

The key is sorting out whether a power or sub-ability that I think could burgle fun or be disruptive is worth a 1+, 2+, or the dreaded 3+.  That's where you guys come in!  ;)

This whole system exists because I want a system that players (including me) can build a team of heroes in around five minutes. That's once you're familiar with the powers, of course.

I hope this helps elucidate my thinking.  :)
« Last Edit: 02 November 2016, 10:19:37 PM by fourcolorfigs »

Offline Erny

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Re: [Goalsystem] Super Mission Force
« Reply #37 on: 02 November 2016, 10:36:45 PM »
OK fair enough, recharge is just hard.

Offline YPU

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Re: [Goalsystem] Super Mission Force
« Reply #38 on: 02 November 2016, 10:39:05 PM »
Just curious if we are trying to build well known character archetypes and run into problems is that the kind of feedback you are also looking for or would that be for a later date?

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #39 on: 02 November 2016, 10:50:59 PM »
Just curious if we are trying to build well known character archetypes and run into problems is that the kind of feedback you are also looking for or would that be for a later date?


Anything goes. I will say that SMF will not allow you the same level of customization as SuperSystem. Trade-offs. Fast chargen and faster play mean giving up that level of detail.

But I do want to allow folks to stat up at least close versions of well-loved characters. Hence the Magic Hammer and Shield powers.

Thanks!
« Last Edit: 02 November 2016, 10:57:39 PM by fourcolorfigs »

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #40 on: 02 November 2016, 11:00:11 PM »
Some clarified Chance Roll text:

The Chance Roll
Any time a player needs to figure out the results of an unsure situation that occupies a “gray” area in the rules, he or she can use a Chance Roll. Simply roll 2D, and note the number of goals scored. If it becomes a matter of degree, the more goals generated, the better. If no goals are rolled, things go against the roller.


Certain power abilities, scenario conditions, or other circumstances within the rules will call for Chance Rolls, and many of those rolls may require more than a single goal for the result to go in favor of the roller. When it comes to powers we often refer to these rolls as “recharge rolls”.


When you roll 2D, you can potentially score the following number of goals: 0 (25% chance), 1 (33.33% chance), 2 (27.78% chance), 3 (11.11% chance), or 4 (2.78% chance). We use Recharge chance rolls as a sort of resource management mechanic. So you’re guaranteed the use of particularly potent power once per game, and you might need to roll a 2+ or even a 3+ to use it again during the same game.

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #41 on: 03 November 2016, 12:24:50 AM »
Updated file based on some feedback here and elsewhere:

https://app.box.com/s/4sx2qknhb2nd4ptn8o4wrvmqd3ldgoa6

Shorthand, here's some changes:

-- Added more thorough explanatory text on Chance/Recharge rules
-- Tweaked Force-Field
-- Lowered some Recharge rolls on a few powers
-- Added the Mimic power
-- Fixed a number of text errors and clarified some text

Thanks for any feedback!


Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #42 on: 03 November 2016, 01:33:05 AM »
And we have a cover!




Alex Cook and Carrie Posing are awesome! Can't wait to see their back cover piece!

Offline fergal

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Re: [Goalsystem] Super Mission Force
« Reply #43 on: 03 November 2016, 04:02:37 AM »
Some clarified Chance Roll text


Certain power abilities, scenario conditions, or other circumstances within the rules will call for Chance Rolls, and many of those rolls may require more than a single goal for the result to go in favor of the roller. When it comes to powers we often refer to these rolls as “recharge roll


If I roll for recharge this round and fail, can I roll again next round?

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #44 on: 03 November 2016, 04:16:05 AM »
If I roll for recharge this round and fail, can I roll again next round?

Yes!

 

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