As I play with the subtleties of the numbers, I am starting to think of one relatively minor tweak… setting 13 (and not 14) as ‘superhuman’. I had 14 because that was the break point in the modifiers; it still is… however, if I shift everything down one point, I end up with the following ratings:
1-3 |
-1 |
Poor |
4-6 |
No modifier |
Typical |
7-9 |
+1 |
Good |
10-12 |
+2 |
Exceptional |
13-15 |
+3 |
Remarkable |
16-18 |
+4 |
Incredible |
19-21 |
+5 |
Amazing |
22-24 |
+6 |
Magnificent |
25 |
+7 |
Unbelievable |
It makes 18 the peak option for a prodigy with amazing
intellect, charisma, or dexterity. This aligns nicely with old school D+D.
It’s subtle, but since 13 is now superhuman, and 32 is the
default CR for a superhuman task, this aligns perfectly; you need a 19 or
better at a 13 rating. This is exactly where I would want the jumping on point
to be; you are just strong enough to try, but only have a 10% chance of success
under normal conditions.
It makes 4 the ‘average human’, which aligns with Feats.
It’s easier to remember that 4 is always ‘normal human’ modifier to anything;
you can then quickly determine the modifier for any roll a normal human makes.
It makes 1 a legit number on the scale. The Hulk sells back
so much INT that he gets to 1 to boost his STR off the scale. No hero can
actually roll that low, but it’s out there as an option.
It gives me a little more wiggle room in the later cosmic
gaming expansion; I think that 25-27 (+7), 28-30 (+8), 31-33 (+9), and 34-36
(+10) are on the cosmic end of things. 34-36 become this game’s ‘class 5000’.
That aligns well with the CR settings (you are automatically successful on even
the most challenging CRs, which are at 36).
Best of all, it puts all my break points where I want them.
The previous scale was just a smidge off; now, 13 STR allowing you to lift one
ton is superhuman; this is (in my head canon) where Beast is; I have always
thought of 13 as the beginning of ‘remarkable’, but then allowed normal humans
to push into this… now I scale it back slightly, and feel SO much better about
it.
Here is the revised chart of awesomeness…
Revised Super Chart
of Awesomeness
Rating (mod) |
CR |
Weight |
Speed |
Heat |
1 (-1) |
11 |
10 lbs. |
Inchworm |
50 F |
2 (-1) |
12 |
30 lbs. |
Crawl |
50 F |
3 (-1) |
13 |
50 lbs. |
>1 mph |
55 F |
4 (--) |
14 |
70 lbs. |
1 mph |
60 F |
5 (--) |
15 |
100 lbs. |
2 mph |
65 F |
6 (--) |
16 |
150 lbs. |
3 mph |
Standard room (70 F) |
7 (+1) |
17 |
200 lbs. |
4 mph |
80 F |
8 (+1) |
18 |
300 lbs. |
6 mph |
90 F |
9 (+1) |
19 |
500 lbs. |
9 mph |
100 F |
10 (+2) |
20 |
700 lbs. |
12 mph |
Highest Temp on Earth (120 F) |
11 (+2) |
21 |
1,000 lbs. |
20 mph |
140 F |
12 (+2) |
22 |
1,500 lbs. |
30 mph |
160 F |
13 (+3) |
23 |
1 ton |
40 mph |
180 F |
14 (+3) |
24 |
3 tons |
60 mph |
Boiling Point of Water (200 F) |
15 (+3) |
25 |
5 tons |
90 mph |
300 F |
16 (+4) |
26 |
7 tons |
120 mph |
400 F |
17 (+4) |
27 |
10 tons |
200 mph |
500 F |
18 (+4) |
28 |
15 tons |
300 mph |
Inside an oven (600 F) |
19 (+5) |
29 |
20 tons |
400 mph |
900 F |
20 (+5) |
30 |
30 tons |
600 mph |
1200 F |
21 (+5) |
31 |
50 tons |
900 mph |
1500 F |
22 (+6) |
32 |
70 tons |
1,200 mph |
Lava (2000 F) |
23 (+6) |
33 |
100 tons |
2,000 mph |
4000 F |
24 (+6) |
34 |
150 tons |
3,000 mph |
6000 F |
25 (+7) |
35 |
200 tons |
4,000 mph |
8000 F |
A few minor notes:
I’ve cleaned up found weapons a bit. I really like it now;
it’s simple and something that any brick is probably going to take (unless you
already carry around a sledgehammer or wrecking ball). There is a significant
benefit to picking up stuff in the environment and hitting your enemy with it,
and there is less to track; you don’t have to worry about the item degrading
(it automatically falls apart or loses its effectiveness at the end of the
round anyway), and with the found weapons talent you don’t have to use an
action to grab a found weapon; you just get to attempt a Feat at the start of
every round to see if one’s around. I could see the huge tanks taking this and effectiveness
a few times; you could ultimately have a 60% chance of grabbing a weapon each
round that deals +2D12 damage if you go all in on this option. This is what Hulk
is doing. Half the time, Hulk is grabbing a tank or bulldozer and beating you
with it. That aligns with the source material pretty well.
Character advancement feels much cleaner. You make many
small improvements to your character each level. You are not suddenly learning
how to fly or how to fire energy from your eyes; you fly a little faster, your
energy hits a little harder, it travels a little further. Small but significant
changes accompany each level increase, but your fundamental character remains
the same across the levels.
This last piece reflects another minor shift in thinking – I
have tried to move away from modifying existing mechanics on the fly – (oh, it’s
a found weapon – roll 2d6 instead of 2d4, and take +3 instead of +1) – instead,
it’s in addition (roll your normal attack and damage but roll an extra 1d6 for
the found weapon). This is just easier to implement in play. Everything is
aligned to make the game faster, smoother, and cleaner whenever possible,
without sacrificing verisimilitude.
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