Howdy! Great to hear someone still playing this system. We gamed in
this system for about six years. Now we're using Mutants &
Masterminds, but I have a lot of love for the WEG DC system.
You may want to consult this older site. Great reference materials
here:
http://supers.250m.com/dcuindex.html
I like your suggestions to control Manipulation powers. They can
become problematic.
We also ran into the issue with Super-Strength. Here is a house rule
we used:
One of the downfalls of the DC system has always been that super-
strong people can lift a lot, but barely do any damage when they
punch. This is really unbalanced because someone with low-level
energy powers could do a good amount of damage, but someone with high-
level "Super Attributes: Physique" power still did very little
damage. We discussed it at great length and we decided to implement
this change.
With the new rule, to determine a characters P/L bonus with "Super
Attributes: Physique" all you have to do is check the "Expanded
Lifting Difficulties" chart in the "Directive on Superpowers"
sourcebook, page 60. Find the correct column your physique or
lifting die code falls under (if your Physique or Lifting total is 6D-
10D then look under the "Metahuman" column, if it's 11D-15D then look
under the "Superhuman" column, etc...). Look down the column until
you find the number that matches your die code in Physique or
Lifting. While staying on that same line, cross reference your row
to the "Human" column. Take the number on the same row in
the "Human" column and divide by 2, rounding down. This is your new
P/L bonus number.
I will give an example:
Supergirl has 14D in Lifting, this puts her in the "Superhuman"
column. Cross-reference the row with 14 in the "Superhuman" column
to the "Human" column -- you come up with 32. Divide by 2, rounding
down when necessary, and you get a +16 P/L bonus for Supergirl (as
opposed to the +6 she gets according to the rulebook). This makes a
lot more sense considering how incredibly strong 14D in Lifting is.
Hope this helps.
Take care,
Shag
--- In DCU-RPG@yahoogroups.com, "Tiago Quintana" <quintanads@...>
wrote:
>
> Hello, everyone. I've been gamemastering DC Universe for some time
now,
> and there are many things that bother me, namely, how a super-
strong
> character deals very little damage compared to a blaster and how
the
> Manipulation Powers are extremely powerful and versatile for a
> comparatively cheap cost - and yet, to prohibit them or limit them
to
> 2D sometimes kills a character concept.
> I haven't had any trouble yet, nor do I expect to experience any,
but I
> would like to try and fix at least the damage values. With that in
> mind, here are some options I've come up with:
> 1) Use the variable damage optional rule - instead of Air
Manipulation
> 8D dealing 24 straight damage, the player will have to roll 8 dice
and
> multiply the successes by 3.
> 2) Instead of having Protection Powers also be rolled, their
protection
> value will be (level of Power x 2) for those - like Natural Armor
and
> Forcefield - that were (level of Power x 3) and (level of Power/2)
for
> those - like Elasticity - that were (level of Power).
> What do you think of these options?
>