These blog post titles are becoming quite cheeky. Today, I'm discussing setting CR (challenge ratings) and the thought process behind it.
One of the changes is that I'm giving the GM some flexibility in play style in terms of setting Challenge Ratings. Here are three options:
1. Broad Strokes. Default to two basic CRs - 20 ('normal') and 32 (superhuman'). Is this something a normal person might be able to do with luck, skill, or a combination? CR 20. (Note: this could be a 'normal' use of a gift - am I using my fire control to start a campfire? That would a 'normal' application of the gift.) Is this something that requires superhuman ability and superhuman levels of grit, determination, and focus? CR 32. You can throw modifiers on these as applicable, but in general, you default to these two CRs.
2. Benchmarks. You have a sliding scale that sets the 20 and 32 foundations, but you also add the descriptors simple and hard. This is the default setting for the previous edition of the game:
- Simple normal - CR 16
- Normal - CR 20
- Hard normal - CR 24
- Simple superhuman - CR 28
- superhuman - CR 32
- hard superhuman - CR 36
3. Granular. You consult the
super chart of awesome (which I'm still modifying - so that's not a final draft) and assign a CR anywhere from 16 to 36 depending on exactly what you are trying to do. Trying to lift a space shuttle? A space shuttle weighs 78 tons - which is just above CR 32 and just below CR 33. Since the CR implies the upper limit, this would fall under CR 33 (plus it's got the crew and extra gear on board - it's not empty). So, you set the CR as 33 for this and have the player roll.
A Fourth Option: Relativity
How heavy is the space shuttle to you? That really, really depends.
For Spiderman (who can lift 10 tons in FASERIP - STR 18), it is really, really hard. Right now, mathematically, he adds +18 to STR checks, meaning that he needs a 15 or better on the die (and/or some resolve) to do it. Without spending points, he has a 30% chance of being successful.
For the Thing (who can lift about 75 tons in FASERIP - STR 22), it is tough, but something he is likely to be able to do in the comics. He adds +22 to STR checks, meaning that he needs an 11 or better on the die (and/or some resolve) to do it. Without spending points, he has a 50% chance of being successful.
For the Hulk (who is at STR 26 all day every day, and breaks my charts when he rages), it should be a layup. This is one-pinkie kind of work. Hulk juggles space shuttles for a light workout. In game terms, he is rolling at +26, meaning that he needs a 7 or better to be successful, a 70% success rate.
These aren't BAD. In fact, they're very good. These give everyone a shot, and reflect that is you are a LOT stronger, heavy things are quite a bit easier for you. This is strong game-wise, but a little off from the source material. However, we can introduce the concept of relativity:
For Spidey, this is relatively really, really hard. For him, it is CR 36. He needs to roll an 18 or better (10 chance of success). A car (2 tons) now becomes CR 28 to him.
For the Thing, this is a moderate challenge, CR 32. He needs a 10 or better, putting him at a 55% chance of success. A car (2 tons) then becomes CR 20 to him (and maybe no roll required).
For the Hulk, this is a low challenge, CR 28. He needs to roll a 2 or better, putting him at a 95% chance of success. A car (2 tons) then becomes CR 16 to him (and probably no roll required).
These all are much, much closer to the source material.
Ultimately, I think that the best option is to give the GM all of these tools, and then let him or her (or them - uh oh, that's my next blog post) decide in play how to determine CRs. One of the problems with a supers game is that the temptation to allow things to be resolved by fiat is strong; I want to give GMs enough concrete tools and measures as I can to make consistent decisions, but then also give the freedom to let gonzo happen.
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