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SFX vs. Stunts

SFX vs. Stunts

Postby chaosnet » Mon Apr 23, 2012 10:08 am

So I've been thinking that many of my homebrewed villains seem to have a lot of SFXs. Would it be viable to reduce the SFXs and use Stunts to simulate them instead. This would generally cost a PP, of course, but I'm not sure if this is correct mechanically. I do seem to remember a line stating that SFXs are pretty much Stunts that the character has incorporated into their repetoire...

I have Fire Blast, but not SFX: Area Attack, could I Stunt up an AE by spending a PP (and receiving a D8, or in response to a villainous opportunity a D10) and emulating the SFX?
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Re: SFX vs. Stunts

Postby EldritchFire » Mon Apr 23, 2012 10:20 am

chaosnet wrote:So I've been thinking that many of my homebrewed villains seem to have a lot of SFXs. Would it be viable to reduce the SFXs and use Stunts to simulate them instead. This would generally cost a PP, of course, but I'm not sure if this is correct mechanically. I do seem to remember a line stating that SFXs are pretty much Stunts that the character has incorporated into their repetoire...

I have Fire Blast, but not SFX: Area Attack, could I Stunt up an AE by spending a PP (and receiving a D8, or in response to a villainous opportunity a D10) and emulating the SFX?


SFX are things that you can't normally do, while stunts let you do what you're good at even better. What I mean by that is stunting is adding a d8 to your pool if you colourfully bring in a power or specialty. So you're adding more dice, meaning you're more likely to do what you're trying to do. SFX break the rules.

Granted, if you want to attack multiple people, you can spend a bucket of PPs to keep additional effect dice, but you'd first have to spend a metric eff-ton of PPs to get enough dice for effect, unless you're ok with having d4s.

Say for example you have 1d10+3d8 for your dice pool (1d10 affiliation, 1d8 distinction, power, and specialty). Two of those dice are used for your total, and a third for effect. So you have 2 more dice you can use as additional effect dice - unless they came up a 1. So that's 2PP for a 3-target AoE. You want to target someone else? That's 1 PP for another die (push/stunt/etc) along with a second PP to keep it as an effect die. You want to add more dice? It's going to cost you 3 PP total: 1 PP to get another die, 1 PP to include it in your pool (the first is free, but all others cost a PP) and 1 more to use it as an effect die.

Ok, so area attack can be done with a bucketful of Plot Points. But what about, say, second wind? You can't eliminate stress or step up powers with plot points. Second chance? Nope, PPs don't let you reroll, either.

tl; dr
Stunting lets you do things better, SFX break the rules.

-EF
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Re: SFX vs. Stunts

Postby chaosnet » Mon Apr 23, 2012 10:26 am

Ok, THAT makes sense!

Thanks!
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Re: SFX vs. Stunts

Postby Newtsy » Mon Apr 23, 2012 12:14 pm

So, on the topic of SFX, I'm finding it difficult to determine how to define SFX game mechanics. When I read the example for one of Beast's SFX in the Basic Game book it states on OM88:

--Oh My Stars and Garters!
“Spend 1 PP to borrow the highest die in the doom pool as an asset for your next action, then step back and return the doom die.”

I read that and think how does one come up with that kind of exchange? Pulling dice from here, spending PP's, putting dice back, stepping up dice, etc. Now, I really enjoy the freedom this game affords its players in character creation, but this part feels a tad too nebulous or arbitrary to me. Are there any general guidelines those of us who aren't as creative as others can follow? Or is it a matter of trial and error?

Any advice is greatly appreciated!!

~N
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Re: SFX vs. Stunts

Postby salsa » Mon Apr 23, 2012 12:28 pm

Spending a PP would normally add a die to your roll or be the equivalent of the Watcher spending his highest doom die whenever he would like. To make the SFX worth it (as in: "have an unique ability") you step back the borrowed die so it actually had an effect on the doom pool, it hindered the doom pool. If you just borrow the die and send it back there's no change, hence no effect. I could have simply used the PP to add a stunt, or push die or w/e. Activating a SFX should be meaningful.
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Re: SFX vs. Stunts

Postby Newtsy » Mon Apr 23, 2012 12:36 pm

Thanks, Salsa.

However, I must apologize, perhaps my question wasn't as clear on-screen as in my own head. :)

I was trying to ask if there was some kind of guideline to be used when attempting to come up with your own SFX definitions. I was using the example of Beast's from the book as a way to illustrate my confusion.
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Re: SFX vs. Stunts

Postby EldritchFire » Mon Apr 23, 2012 1:05 pm

OM88, left sidebar. There is a list of possible triggers and benefits.

Do you have a specific SFX you wanted to make? If so, maybe we can help!

-EF
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Re: SFX vs. Stunts

Postby Newtsy » Mon Apr 23, 2012 4:12 pm

EldritchFire wrote:OM88, left sidebar. There is a list of possible triggers and benefits.

Do you have a specific SFX you wanted to make? If so, maybe we can help!

-EF


Thanks, EF!

Didn't notice that sidebar until your response. I don't have a specific SFX I'm going for at this moment. I'm just trying to wrap my head around when to use a Stunt vs. having a SFX and thought if I could focus on what makes an SFX an SFX I would better understand what delineates the two ... notwithstanding your earlier explanation.
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Re: SFX vs. Stunts

Postby MidnightBlue » Mon Apr 23, 2012 7:51 pm

Now, I've only thrown up a handful of original datafile creations, but I personally haven't had any trouble reskinning the SFX examples in the book (character creation and hero/villain datafiles) into just about any "new" SFX that I've needed for my new datafile.

Before trying to reinvent the wheel, I'd definitely suggest looking at what all of the SFX examples in the book give you. Try not to get too hung up on the name of the SFX. Sometimes that might keep you from seeing its versatility.

Just a suggestion. It's helped make my life easier when I want to make a new character.
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Re: SFX vs. Stunts

Postby salsa » Mon Apr 23, 2012 8:45 pm

MidnightBlue wrote:Try not to get too hung up on the name of the SFX. Sometimes that might keep you from seeing its versatility.

Just a suggestion. It's helped make my life easier when I want to make a new character.


I LOVE to rename existing SFX. My Pyro at Grimmshade's game has the following SFX:

SFX Catching Fire: Add a d6 and step up your effect die by +1 when inflicting a fire-based complication on a target.

SFX Scorch: Step up or double a Pyromaniac die against a single target. Remove the highest rolling die and add 3 dice for your total.

SFX Relentless Conflagration: Step up or double any Pyromaniac power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.


Try to find out which one is which :D It's fun!
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