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Erik Gomez

Rules question. If a mob has absorption. Let's say it has 4d8 team. The mob has absorption of electrical attacks. Storm hits them with a lighting bolt. What happens? If they mod succeeds on the reaction, do I gain all the effect dice Storm used, or only one? What if I fail the reaction and want to spend a doom pool die to still gain the bonus? Do I have to spend dice for each effect die, or just one?

Tiny races.

Hello. My friends and I are extremely new to the game. Because our group cannot get together on a set schedule, we have some interwoven games going on. When we have this combination of players, we play this story. When we have a different combination, different story, but it is all in the same world. Right now we are kinda just doing collaborative world building. My kids heard is talking and became very interested. They asked if they could play. The rest of the group voted not to include them in their group. So, I told them we would make a group with just them and mommy.

When we started working on character creation, my 5 year old daughter announced she wanted to be a fairy like Tinkerbell. My wife liked the idea and wants to be a fairy too. My 9 year old son protested, and my wife suggested he play a leaf warrior like in DreamWorks Epic. Riding animals, flying on birds. Quick, nimble and fierce fighters.

The more they talked about it, the more excited they became. I got wrapped up in the idea, and now we've got our ideas, out there. I've made promises, and now can't seem to find any information about playing tiny characters like this. There seems to be no race of fairies or brownies or anything like that.

I could really use some help figuring this out. Any quick patch to turn one race into something like this?

Players as Watcher characters.

Hello. For numerous reasons, I have players playing as Watcher characters. This has really helped my game out a lot. However, there are a few issues that I would like some help with resolving.

There are numerous SFX's that are written as player characters, yet the way Watcher characters work, it causes confusion. For example, Unleashed. As a player, you step up or double a die, and if you fail, you add a die to the doom pool equal to the normal level of the power. I was kinda using the rule for Watcher characters that they remove from the doom pool as opposed to adding to. The idea being that the Doom pool is potential threat, and the use of SFX is that threat made real. However, what if the power I want to use is a D10, and the biggest die in the doom pool happens to be a D8. It doesn't seem reasonable to say that I can't use that power, but I can't pay for it if I fail. How would you handle that. 

What about Second Wind? The villains healing seems like a very real show of the threat made real, so removing from the doom pool to remove stress seems reasonable, but in practice, it gets really expensive and almost not worth it as it usually allows my "tough" villains to last a couple more turns at best. 

Gotta go now, but will post more when I get a chance.

Dungeon World style Watcher-ing.

I was wondering if anyone who has experience with both Marvel Heroic and Dungeon World would give me feedback on this idea.

It's very similar to what I've read about the Firefly rpg. I'm thinking that when we have the opposed rolls, opportunities are spent immediately for instant effect.

For example, as Spider-Man, my player describes using his webbing to stick clog the Punisher's rocket launcher. He wins the opposed roll, but rolls an opportunity. So, I describe Punisher taking aim, and Spidey quickly gumming up the rocket, but in doing so, runs out of web fluid (spending the d6 opportunity to activate the gear limit).

Up side is more exciting fights as long as the opportunities are rolled. Bad news is that the doom pool doesn't grow much.

Any ideas to help balance this?

Is there a Sorcerer playbook? Going to try playing soon, and my wife won't play if she can't be a sorcerer or fire elemental. Don't have enough experience to make one of my own.

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Questioning npc's.

I've always disliked scenes in which the players have to role play the conversations with npc's to try and get clues as to what happened or what have you. The reason is because there is always the player that thinks there is more info to be found, and just doesn't give up. The conversations turn awkward and overall it just comes across badly in my opinion.

I am running a marvel heroic game with friends and family, and here is what I came up with so I don't have to have those conversations. Flashback scenes.

If the players are trying to gather information, and they tell me they will question people, I'll ask them all who they plan to ask. Each player picks someone to question. Then I hand out character sheets for those they are questioning, and they pay or the scene they are trying to get information about. If they did not learn the info they wanted while playing the scene, the person they were asking didn't know it.

And I'm thinking I'll be letting the player use one of their specialties to show that they are asking the right questions and helping the npc to remember.

When we get to play test the idea, I'll post the results.

Campaign theme: Corruption.

How would I make event milestones to help push this story theme along?

Milestone guidance for original characters please.

I'm finally going to get a chance to run a game. The players are all creating original characters. All of that is okay. I can help them with traits and power sets and all that.

The weak link in my knowledge is milestones. I know what they are, and how they work, but creating new ones seems just beyond my reach. The 10xp one in particular.
It seems to me like that last one spoils the ending of the story before we get a chance to play. In the Marvel game, that was okay. I spoiled those stories by reading them. But running a campaign with original characters on an original world feels different.

Any guidance would be very welcome.
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