Fighting 14. There is nothing wrong with this approach,
except that I personally don’t like it. It messes with my
sense of order, and it makes it confusing for my playersduring character creation. The rules and tablespresented in this document attempt to address theseconcerns by tweaking the Benchmarks presented in
: Obviously, tweaking theAbility Benchmarks means tweaking some of the write-ups presented in DCA to match my rules changes. Inaddition, I prefer slightly different interpretations of some of the DC characters presented in
.Specifically, I prefer my Batman a little more human
God,” and I prefer my Superman a bit more
powerful, cheery, optimistic, competent, and intelligentthan he has been presented for the last 15 years or so.
In addition, I’ve assigned values to some of my favorite
Marvel Characters and included these in the tables
below. Why? I just like ‘em!
NOTES ON ADJUSTMENTS
: I thought some of you mightbe interested in how I arrived at the new valuespresented below. First, I decided that 5 would be the
new “Human Maximum” for all Abilities. That meant
that I had to adjust all values from 1
7 to fit the newbenchmarks. In general, I approved of the relativevalues that the game designers assigned to the variouscharacters in the core book, so I wanted to keep thoserankings consistent. In order to do so, I used thefollowing table:
ORIGINAL RANK ADJUSTED RANK1 12 23 34 45 46 57 5
The exception to this rule is Fighting, which the gamedesigners seemed to have treated different from all theother Abilities. What I did with Fighting was divide theassigned value by two (rounding down), and thenconverting that value using the above table. Batman, forinstance, has a Fighting 14 in the core book. Fourteen,divided by two is seven. If we then convert that valueusing the table above, Batman ends up with a Fighting5.
This is a good time to point out that lowering Batman’s
Fighting Ability in NO WAY lowers his combat ability inthe game. Indeed, his final combat values are prettyclose (if not identical) to those presented in the corebook. They are just purchased differently. The use of Advantages like Close Combat or Ranged Combat(which I treat as overall fighting skills) compensate forthe reduced Fighting score, so Batman remains abad@$$ on the battlefield, even while his FightingAbility is made consistent with the other Abilities.Stats above 7 were generally left as-is. I only adjustedthem if preferred a slightly different interpretation of the character. For the most part, this only happenedwith Batman, Superman and Wonder Woman.
MORE TO COME
: This is it for Abilities, but at some
point I’ll work out a similar document to in
cludeCombat and Defense Values. As already mentioned, theDC characters will have values in these areas that prettymuch match those in the core book (even when theirAbility scores change).The upcoming document, however, will present thosevalues for the Marvel characters, and will also explainthe method that I use to assign such values. I also planto post a conversion matrix that I use to port charactersbetween a series of systems, including HERO, SAGA,BASH, and Savage Worlds.In the meantime, I hope the following tables areinteresting, if not useful.CHEERS!Eletarmion