![]() The other element of genius in this engine was in the interaction of the AP system with itself. But, with such small numerical numbers, it makes it EASY to keep track of this! When you say the average human has a strength of 2 aps, and Superman has a strength of 25 aps, that means a LOT superman is 8388608 times stronger than the average human. Champions was much grainier than Marvel, but it broke down trying to reach high levels of power.ĭC Heroes fixed all that. The old Marvel game, for instance, allowed the same thing, but with only a few steps defined by Excellent, Remarkable, etc. This allowed for something no other game I'd ever seen before could do: it allowed anywhere from high to low powered gaming, and it did so while keeping some level of graininess. So, a weight of 10 aps was twice that of 9 aps a strength of 15 aps was twice as strong as that of 14 aps. The first was that a particular value of APs was twice that of the previous value. The brilliance of this system was two-fold. So, not only character stats, but weight, distance, information, cash, volume. This was an ingenious engine in that it rated just about anything you could encounter as a value of APs, or Attribute Points. ![]() The second is the much more current Godlike.ĭC Heroes was defined by an engine called the MEGS, or Mayfair Exponential Game System. Since then, I have delved into many different systems.īy far, though, I had two favorites. ![]() When I first got into superhero roleplaying, it was via the now venerated HERO system, originally marketed as Champions. ![]()
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