I generally agree with this review.
I do disagree with your take on the Tri-Stat system, though... I think it works better than Mutants & Masterminds for
ultra high-powered games, as long as you make a few easy changes (see below). In fact, I think it's the best system out there for JLA/Authority-level supers.
That said, I appreciate that you linked to a variety of opinions on the matter.
Quote:
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Originally Posted by yorrick
To summarize: roll high (which helps alleviate the weird 2d12 mechanic suggested in the Authority to deal with the high ACV/DCV/Stat numbers) using target numbers for static contests AND ditch the variable damage and go with a flat max damage on a hit, modified slightly by Margin of Success, crits (I assume) do flat 2x damage.
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...And these are more or less the changes I would recommend.
I would also drop the dice down to 2d6. The
Authority isn't a wacky, zany, Star Wars/Pirates of the Caribbean universe, so I see no reason to give everyone a chance at success or failure. There's no reason that Apollo should ever fail a body check, unless the negative modifiers have piled up to the level of absurdity.
But that's just my two cents. Point is, anyone looking into the
Authority RPG shouldn't be turned off by the system. It's not perfect, but it's usually easy to adapt to your personal expectations, whatever they are.
-Jeff