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Old 05-04-2007, 01:00 AM
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[RPG]: Supers Week - The Authority RPG and Resource Book, reviewed by yorrick (5/4)

http://www.rpg.net/reviews/archive/12/12951.phtml

Doug Sims's Summary:

SAS is not my favorite supers system, but this is an excellent resource for fans of the Authority comic regardless of your rules set.

Go to the full review for more information.
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Old 05-04-2007, 04:17 PM
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Mechante_Anemone Mechante_Anemone is offline
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Re: [RPG]: Supers Week - The Authority RPG and Resource Book, reviewed by yorrick (5/

I've never had a chance to play this game (I was rather hoping for the Stormwatch supplement, but then GoO went belly-up) but I really like the book. It's such a wonderful resource for fans of the comic book. I did play and run the basic SAS system, but I'd be really interested in trying this version.

Thanks for reviewing this under-appreciated book!
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Old 05-04-2007, 04:39 PM
yorrick yorrick is offline
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Re: [RPG]: Supers Week - The Authority RPG and Resource Book, reviewed by yorrick (5/

Quote:
Originally Posted by Mechante_Anemone View Post
I've never had a chance to play this game (I was rather hoping for the Stormwatch supplement, but then GoO went belly-up) but I really like the book. It's such a wonderful resource for fans of the comic book. I did play and run the basic SAS system, but I'd be really interested in trying this version.

Thanks for reviewing this under-appreciated book!

You're welcome! I agree that a Stormwatch supplement would have been great. I'm only familiar with the later Warren Ellis run on the series, but it really started getting into the "change the world" ethos in an interesting way.

I don't have a gaming group these days, but I'd be willing to run the Authority RPG with SAS. I might consider the modifications mentioned in this thread:

http://forum.rpg.net/showthread.php?...+age+sentinels

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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Old 05-10-2007, 09:54 PM
Nawara Nawara is offline
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Re: [RPG]: Supers Week - The Authority RPG and Resource Book, reviewed by yorrick (5/

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:
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.
...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
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