I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power?

I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power?

I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power? How does that workout in game play? So if the Hulk has +3 Smash and so does Luke Cage, who is stronger for example, clearly it should be the Hulk. Or what if say Wolverine had +3 Smash due to his claws, how is that separated from lifting power? To further clarify, could an attribute have some trait for it like, Protect 0 might have at trait of (Psychic +2), meaning that it is only +2 vs. psychic attack, is that part of advantages and powers?

Also, I noticed the attributes range maxes at +3 apparently, how are cosmic level heroes handled? So if I was playing Silver Surfer and another person was playing Black Panther how would their abilities and attributes scale. Is that also in power description, if so how exactly?

Based on the beta, the game looks great! Nice to see a non-complex hero game that is closer to the comics. I have been thinking of a game system pretty much like this for years. Glad someone is working on it.

Thanks

6 thoughts on “I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power?”

  1. This is a great question. Worlds in Peril works a bit differently than most games for stats. In general, stats are there to show an inherent ability – strength, agility, etc. and set it on a range so that we have some relative understanding of just how they are compared to another.

    In Worlds in Peril, the stats aren’t for showing a character’s ability, or to show just how they are. Instead, they’re only there to show how good a character is at doing something (i.e. how often they will succeed at doing it). 

    One of the big issues with a supers game is exactly what you’re talking about – but what about if Hulk fights Superman? How can the Hulk and the Thing have the same +3 Smash? So that’s why we wanted to open it up so that powers are defined by the players at the table. Now it’s not a matter of who’s stronger, just who succeeds more often when they do certain things/act a certain way. 

    To play cosmic level characters, all you have to do is reflect that in your Powers Profile when you write in what they can do easily, with difficulty, with a lot of difficulty, etc. Powers still have enormous power in the fiction because they give you the justification and right to do things and trigger moves in the fiction.

    For example, I’m playing the Hulk, and my friend is playing a Hawkeye-type character, but he decides he wants to be good at using direct force – so we both take a +3 in Smash. That means that we’re both going to be pretty good at using direct force to take out opponents, but since I’m playing the Hulk, I put stuff in my Powers Profile like, “it’s simple for me to pick up cars and throw them” and since my friend is playing Hawkeye, he’ll put something like “it’ simple for me to hit someone from 200 meters with pinpoint accuracy”. So we’re both equally effective at what we do, we just do them in different ways, and can do different things in the game.

    We avoid the inherent qualities debate entirely by focusing entirely on what you can do and how effectively you do it, rather than how you are, and how does that compare to others. Hope that helps, sorry it came out so long!

  2. Not yet! Our layout and graphic designer is going to make some. The ones on the kickstarter were the ones we used for playtesting but don’t have everything they need on them.

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