PDA

View Full Version : Marvel Heroic Roleplaying



malachi666
June 6th, 2012, 04:05
Hey Guys and Gals,

We have been working on a Marvel Heroic Roleplaying (MHR) ruleset for Fantasy Grounds. Attached is a pic of the interface along with a character sheet and an NPC sheet. This is not for public distribution, just to show you what we are working on.

Malachi

ddavison
June 7th, 2012, 02:40
Nice. I'd be interesting in hearing how the mechanics play out when you have it fully up and running.

malachi666
June 7th, 2012, 05:09
Well we have a mini session tonight. Spidey vs. Doc Oc. It went smoothly, we clearly have some issue to work out. For instance we will be adding a way to easily write and refer to assets/complications.

But over all a postive experience

gmkieran
June 8th, 2012, 21:28
Might check the savage worlds rule set as an example of assets/complications handling. It worked well when I was putting together my attempt at a Cortex-based system.

kairos
June 14th, 2012, 04:59
Couple of screenshots of the project as it progresses. Here is the combat tracker from the player and gm perspective. This is done up using the Foundation Core 2.8 with an extension.

MHR is a dicepool game -- to perform an action, you build a dicepool from your various traits on your character sheet. You can also use other characters' Complications and Stress as well as traits on the setting (called Scene Distinctions) in your dice pool.

To accomplish this, I went with using the Modifier panel for Scene Distinctions, and the Effects panel for Complications and Stress. Using the Foundation Core functionality, the GM can selectively make visible either, but it's particularly appropriate for Scene Distinctions. Players can open up the modifiers panel then drag the dice into their dice pool.

GMs can drag Complications and/or Stress from the Effects panel onto combat tracker entries, or they can just type them into the combat tracker entry directly, dragging a die value into the diefield to set its die value. Players can then drag dice out of another character's combat tracker entry as part of their dicepool action.

Also, players can set their own total (their "attack" roll total) and their effect die (their "damage", which is a die type) into their own CT entry and indicate any Opportunities they claim (essentially benefits from rolls of 1 by a foe).

Anyway, I'm super-pleased with the Foundation Core. It's made this project much easier, especially since I'm coming to it after having been away from FG ruleset development for a year. :)

We've asked for permission to release it (we'd probably have to de-Marvel-skin it at the very least), but given that it's a big license, I'm not expecting much. We would like to playtest it shortly, so we'll be recruiting for that I think.

Stay tuned!