Extending the Carrying Capacity table a bit, to fill in some granularity and distinguish the different values more.
In Mighty Protectors, like Villains & Vigilantes 2.1 before that, every Basic Characteristic table has a range of three values, such as 6-8, 9-11, 21-23, etc. Where each breakpoint has different secondary values affecting hit points, etc.
Unlike V&V, where the amount a character could lift was based on a complex combination of Strength, Endurance and Weight, in MP, it's based solely on Strength. This brings MP in line with pretty much every other RPG in existence [that didn't crib ideas from V&V 2].
This is good, in that simplicity is good, and it makes it easy to model characters from comics, or from an idea in your head. However, it also makes it really boring, since at this point everyone with ST 9, 10 or 11 can lift/press 60 lbs. (or 120 lbs. with a Push).
MP still does a great job of making all the "in-between" values still have meaning - for example, they have direct affect on Power, Movement and Inventing Points, and so there technically aren't any "wasted" values.
But, keeping the conversation about Strength for a minute, it becomes easy to extend the table "2.1.7.2 Basic Characteristic Table." In this case, ST+0 is the minimum for the block, and ST+1 increases Carry Cap by x1.3, and ST+2 by x1.6 (and, obviously, ST+3 is the next block at Carry Cap x2).
Among other things, this adds flavor (e.g. ST 36 is "30 tons" and ST 37 is "40 tons"), and makes converting PCs from V&V 2e a lot more fun. Also, for flavor, GMs might decide that "in case of a die roll tie, the one who can lift 40 tons beats the one who can only lift 30 tons."
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