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I'm enjoying reading through the PDF for the first time and am very keen to get a game going as soon as I can.
Now, I like to run games that are perhaps a little more lethal than Superheroes Unleashed is designed for.
I like peril. My player group responds well to the idea that their characters could get seriously injured or worse if they screw up.
it adds to the overall drama and makes them use their brains.
A thug rolling a 2 dice attack is going to have to spend 3 rounds shooting to really threaten a character with 6 lifepoints.
I see two ways that I can adjust this. One is to give my player characters fewer lifepoints, which I'm tempted to do anyway. I like the way your values scale to 5, and rating all relative values on a scale from 1 to 5 and then giving the heroes 6 health struck me as curious.
Nonetheless, you've obviously playtested this a lot and it works. I might have more of a think about this.
The other option I see is making basic successes on a roll of 6 count for two successes. This has a knock on effect of adding a sort of critical success mechanic to the game, too, which I like. But in terms of overall lethality it certainly steps things up a notch.
The Hitman listed in the common foes section has Accuracy 3 - guns [O]. Against a thug for whom you have rolled six lifepoints, the professional killer would need to roll three successes two rounds in a row. If 6s count for two successes that big beefy thug *could* just crumple in one well placed shot. Perhaps I'm over analysing things a little. And of course for a good dramatic scene the hitman wouldn't even need to roll. He'd line up the sights and Boom. Headshot. All the same I wondered if you'd considered a critical style effect in earlier playtests and decided the game didn't need them.
Obviously I bow to your wisdom here. You've been developing this game for a few years it looks like, and doubtless have a good idea of what works and what doesn't. I'm still tempted to make things a little more dangerous for my group's characters though. They like it bloody : )
Just to add, I love the game.
I really love the freeform-meets-framework feel of it. I love the modular nature of it. I really *Really* can't wait to run something.