Nightshyft wrote:In all of my gaming experience, having "props" made any game much more enjoyable. Just look at such table top gaming systems as Warhammer and Warhammer 40K. These are incredibly expensive games requiring massive amouonts of money and skill( painting) to play, yet look at their popularity. All because Joe Shmoe can actually "see" what is happening without having to argue his mental perception of how it is going down. That brings me to my point, in the post GM Screen, a recent poster said that intead of an adventure in the screen, why not put such things as maps, cardboard counters, even power templates( representations of effect). THESE sort of things will definitly be used by alot of gamers. To me, MAPS is the most essential, especially themed maps( Bank, Downtown, Mall....) along with cardboard representations of different items( cars, trees, lampposts...). Making the maps out of a plastic sheeting would also be very nice( how many times have you had to rewrite a character sheet because of spilling something on it ).
Warchild "The only problem with maps for a supers gme, is that there is a lot more map warping abilities in them."
Strand0 wrote:"The only problem with maps for a supers gme, is that there is a lot more map warping abilities in them."
Warchild I didn't see your problem. In fact it looks like maps, or models appeal to you.
Strand0 wrote:"So i really don't think just a map would really cut it. Or stand up cardboard figures, even. ... I have such things from other games and i don't use them very often." -- Warchild
Ah, I see.
How do you keep track of combat?
Tenzhi wrote:I sincerely hope that - as with other d20 games like CoC - AoOs are left out of M&M except perhaps as optional rules.
Steve Kenson wrote:Tenzhi wrote:I sincerely hope that - as with other d20 games like CoC - AoOs are left out of M&M except perhaps as optional rules.
There are no attacks of opportunity in M&M. They just didn't fit in with the fast-and-furious comic book action of the game.
marvelman wrote:I have actually been assisting in developing a more cinematic D20 system with a critical fumble chart that provides AOO. Not saying the title yet but the mechanic I can preview...
Warchild wrote:Another main thng about maps is that you'd need a hundred of them to suffice. Otherwise, you'd never have enough to hanlde all the different situations. I just stick to marker and erase method on our clear map and that has sufficed for years, when we needed it.
Wolverspleen wrote:I just don't believe that because someone uses minis it means they have less of an imagination than someone who doesn't. But that's me.
Nightshyft wrote:I cannot beleive that NOT having a mapping system would be prefered? Isn't there ever a dissargreement about "where exactly" the pc's are? I was always ccriticized for not drawing out my map( we used a dry erase board) in enough detail. Furthermore, this is not D&D where alot of combat takes place in barren dungeons or untamed wilderness. I imagine that alot of the action in M&M will take place in cities. Cities with THOUSANDS of innocent bystanders, cities with scores of vehicles moving about the "battlefield", cities with hundreds of buildings to get in the way. Say you erstwhile heroes are in the local mall when some superbaddies decide they are going to have some nasty fun, nevermind trying to keep track of the heroes and villians...what abot Joe Shmoe and his family that were at the local mall to pick up some new designer jeans for teenage Sally Shmoe? Where are they? Not going to use the Mall or for that matter innocent bystanders? Then your not playing a SUPER HERO game. In my opinion, that is the whole essence of the SH game, saving those that can't save theirselves. Take out the IB's and you simply change the nature of the game from Heroes to Gladiators, only the strongest survive.
Steve Kenson wrote:marvelman wrote:I have actually been assisting in developing a more cinematic D20 system with a critical fumble chart that provides AOO. Not saying the title yet but the mechanic I can preview...
Hmmm, that would be an interesting optional rule for M&M, for folks interested in adding fumbles (and AoO) to their game. (There are no critical fumble rules in the game, although an attack roll of 1 still always misses.)
How many player do you usually have?
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