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Author Topic: [Goalsystem] Super Mission Force  (Read 49265 times)

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: [Goalsystem] Super Mission Force
« Reply #60 on: November 05, 2016, 02:55:36 AM »
Just played a test game with Henchmen. Hand ninja. Liked the way they worked a lot, but the base number needs to higher. So I am tweaking them to start at 10, and Legion will add 5 more if you take it.

Also going to add this minor power:

Veterans
You comprise a small, crack group of well trained fighters. Your base dice pool rises from 2D to 3D, but your numbers drop from 10 to 5.

I like the larger sized Henchmen groups, that put a smile on my face.  More models is always better, gives it a much more comic feel.  I used to love turning over a page and seeing a two page spread of the heroes battling a hoard of henchmen, glad it works out!

I also like the veteran option. 

Offline YPU

  • Galactic Brain
  • Posts: 4274
  • In glorious 3D!
Re: [Goalsystem] Super Mission Force
« Reply #61 on: November 05, 2016, 11:15:47 AM »
I think having large groups is interesting, though I do also feel the veteran option is needed. You are going from, "fast simple games with a low number of miniatures" to "unless you want henchmen, then you need at least 10 of them."

TBH right now the archetype manoeuvres feel a bit tacked on.
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Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #62 on: November 05, 2016, 11:37:24 AM »
I think having large groups is interesting, though I do also feel the veteran option is needed. You are going from, "fast simple games with a low number of miniatures" to "unless you want henchmen, then you need at least 10 of them."

TBH right now the archetype manoeuvres feel a bit tacked on.

The good thing is the Henchmen reside in their own chapter and folks can easily choose to use them or not. And Veterans lets folks use a 5-man group without penalty.

Let me know more about Maneuvers. If there's something I can do to make them more flavorful or thematic, I'll make some adjustments. I agree some are less flavorful than others. Power Attack is kind of general. But I really like how Acrobatic Attack lets you model Puck from Alpha Flight's cart-wheeling attack.

Thanks for the feedback! It helps!
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

  • Galactic Brain
  • Posts: 4274
  • In glorious 3D!
Re: [Goalsystem] Super Mission Force
« Reply #63 on: November 05, 2016, 11:44:31 AM »
I will admit that in part it's a layout problem. Having the manoeuvres in a completely different part of the book makes them feel like an afterthought. And while they have a different name they are in effect just another set of powers that come with the archetype. I understand that they are more optional rules but like I say, it makes them feel "tacked on"

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #64 on: November 05, 2016, 11:50:37 AM »
I will admit that in part it's a layout problem. Having the manoeuvres in a completely different part of the book makes them feel like an afterthought. And while they have a different name they are in effect just another set of powers that come with the archetype. I understand that they are more optional rules but like I say, it makes them feel "tacked on"

Gotcha. For now I'll leave them as is, but YPU brings up a good point. Would the Archetype Maneuvers be better placed with each archetype write-up? Thoughts?

Offline YPU

  • Galactic Brain
  • Posts: 4274
  • In glorious 3D!
Re: [Goalsystem] Super Mission Force
« Reply #65 on: November 05, 2016, 11:58:56 AM »
I know its a whole different ball game, but have you considered doing the powers and manoeuvres on cards for quick reference? It would help keep track of what you have available at any moment and what needs to be recharged.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
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Re: [Goalsystem] Super Mission Force
« Reply #66 on: November 05, 2016, 12:03:30 PM »
I know its a whole different ball game, but have you considered doing the powers and manoeuvres on cards for quick reference? It would help keep track of what you have available at any moment and what needs to be recharged.

I think we'll definitely need to design a clever character sheet that allows for tracking of stuff that needs recharged.

 I had not considered cards. They might be cool, but that's one other thing to clutter the tabletop. Not sure. I am willing to listen to feedback on this too.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #67 on: November 05, 2016, 12:09:17 PM »
This is a crude sheet I am using for play-tests right now:


Super Mission Force!

Name___________________
Archetype________________

Move______

Body [  ] [  ] [  ] [  ] [  ] [  ] [  ] [  ] [  ] [  ]
Psyche [  ] [  ] [  ] [  ] [  ] [  ] [  ] [  ] [  ] [  ]

Melee Attack (Body) 4D + _____ = _____              Melee Defense (Body) 4D + _____ = _____

Ranged Attack (Body) 4D + _____ = _____            Ranged Defense (Body) 4D + _____ = _____

Psyche Attack 4D + _____ = _____                        Psyche Defense 4D + _____ = _____

Major Powers
_____________________________________  Recharge ____ + [  ]
_____________________________________

Minor Powers
_____________________________________  Recharge ____ + [  ]

_____________________________________  Recharge ____ + [  ]

_____________________________________  Recharge ____ + [  ]

_____________________________________  Recharge ____ + [  ]


Offline pitac

  • Assistant
  • Posts: 30
Re: [Goalsystem] Super Mission Force
« Reply #68 on: November 05, 2016, 10:19:41 PM »
I like the sheet. While I like more figs, 5 is more approachable for most gamers. I can live with the option. Just might hurt target audience.
David
Super Hero
Miniatures Gamers

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #69 on: November 05, 2016, 11:52:19 PM »
The veterans option will allow 5 model groups. That shoul serve.

I just hope folks can get some games in and we can collect more feedback. Eager for that! 😄

Offline Cait Sidhe

  • Scientist
  • Posts: 388
Re: [Goalsystem] Super Mission Force
« Reply #70 on: November 06, 2016, 12:57:54 AM »
Played a game tonight but not a huge amount of feedback unfortunately. We played the Seek and Find scenario with 3 players, 2 characters each. Spiderman with movement 11 (Fast boost and Super Agility) and a flying Iron Man pretty much ran away with it after grabbing 3 fragments and bolting off the board. I feel like more characters would have worked better as then you can spare some to harass opponents while others grab fragments so we'll probably try that next time (and make sure we have faster characters on all our teams  ;)). One thing with the scenario, is the TN penalty from Stygian Darkness applied to the fragments e.g. should it always be TN4 and not 3?

Regarding the Sorcery major power, how does it work with powers that are passive rather than explicitly used e.g. if you used regen when would you decide to use it since it happens automatically at the start of a turn. Do you turn on things like Super Strength for a single attack? Also how does it work with abilities that themselves have a chance roll, do you need to make a chance roll for sorcery to use the ability again and then another roll for the ability's own chance roll?

Offline styx

  • Scatterbrained Genius
  • Posts: 2972
Re: [Goalsystem] Super Mission Force
« Reply #71 on: November 06, 2016, 02:41:16 AM »
Hey not too late to get in on the testing? I had a blast working with the SS4 suggestions and been itching to do some more supers stuff and getting motivated.
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Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #72 on: November 06, 2016, 11:44:09 AM »

Regarding the Sorcery major power, how does it work with powers that are passive rather than explicitly used e.g. if you used regen when would you decide to use it since it happens automatically at the start of a turn. Do you turn on things like Super Strength for a single attack? Also how does it work with abilities that themselves have a chance roll, do you need to make a chance roll for sorcery to use the ability again and then another roll for the ability's own chance roll?

Excellent observation!

Does this clarify things?

===============
Sorcery (major)
Your knowledge of the arcane arts makes you a dangerous and versatile foe. Select two major powers and three minor powers. This list comprises your grimoire. Once you use one of these powers during a game, note it. You cannot use it again unless you make 2+ Recharge roll for it. Remember, recharge rolls require a free action, you’ve got three free actions per turn, and you can check each power or ability for recharge once per turn. Passive powers like Regen count as being used when they first activate. For example, a Sorcerer with Regen takes a point of Body damage. When his next turn begins he rolls 2D, scores 2 goals, and heals one Body, and Regen counts as being used and does not activate until it recharges.


If a power in your grimoire has two Recharge rolls, one for Sorcery and one for the power itself, always use the harder of the two rolls to see if the power returns for use.


You can change the contents of your grimoire between games by expending a story point (see Chapter 5 for more on story points).
=================

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #73 on: November 06, 2016, 11:53:33 AM »
Hey not too late to get in on the testing? I had a blast working with the SS4 suggestions and been itching to do some more supers stuff and getting motivated.


Not too late! Just download the latest version from the box account!

https://app.box.com/s/4sx2qknhb2nd4ptn8o4wrvmqd3ldgoa6
« Last Edit: November 06, 2016, 11:57:14 AM by fourcolorfigs »

Offline Cait Sidhe

  • Scientist
  • Posts: 388
Re: [Goalsystem] Super Mission Force
« Reply #74 on: November 06, 2016, 01:22:19 PM »
Passive powers like Regen count as being used when they first activate. For example, a Sorcerer with Regen takes a point of Body damage. When his next turn begins he rolls 2D, scores 2 goals, and heals one Body, and Regen counts as being used and does not activate until it recharges.


If a power in your grimoire has two Recharge rolls, one for Sorcery and one for the power itself, always use the harder of the two rolls to see if the power returns for use.

Cheers, can you still choose when to use them or will the power activate automatically the first time it would be applicable. E.g. in your example will regen automatically happens at the start of a turn in which the sorceror starts at less than full health?

In the case of passive powers do you activate it at the start of the turn, how long do they last? E.g. super agility has a movement buff and a defence buff, if you used it in your turn to scale a wall would you get the defence re-rolls until your next turn?

Also you might want to specify that you can't take Sorcery as one of your major power choices for Sorcery, I'm sure no one would be so cheesy but you never know.  ;D

 

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