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Post by simonw on Apr 17, 2021 5:54:20 GMT -6
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Post by stevemitchell on Apr 17, 2021 20:43:06 GMT -6
I'll be interested to see what you do in terms of expanding or revising Triumphant! I've spent more time with Supers! (your first version, not the Hazard edition) and Superheroes X! than with Triumphant!, and feel like I have a better handle on those systems, but I'll certainly want to see the new changes on Triumphant!
Just out of curiosity, for your game sessions in any of these titles, do you prefer to use original characters, or do you adapt existing characters? For me, for better or worse, everything keeps coming back to established characters for the Golden Age, although sometimes I manage to lurch forward as far as the 1950s.
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Post by simonw on Apr 18, 2021 4:14:32 GMT -6
Just out of curiosity, for your game sessions in any of these titles, do you prefer to use original characters, or do you adapt existing characters? For me, for better or worse, everything keeps coming back to established characters for the Golden Age, although sometimes I manage to lurch forward as far as the 1950s. Always original characters
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thegit
Newly-Registered User
Posts: 5
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Post by thegit on Apr 29, 2021 14:42:21 GMT -6
Colour me interested. Can you give any insight on what you are planning to do with the new edition?
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Post by stevemitchell on Aug 31, 2021 15:23:50 GMT -6
I see that the pdf for the revised Triumphant is up on DriveThruRPG now. Will there be a print option?
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Post by jeffb on Aug 31, 2021 15:57:35 GMT -6
Looks interesting- Can anyone give a brief rundown on what the dice mechanics are like? Drive Thru sample file doesn't show anything.
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Post by simonw on Sept 2, 2021 7:05:57 GMT -6
I see that the pdf for the revised Triumphant is up on DriveThruRPG now. Will there be a print option? Yep. It'll be available on LULU in a few weeks. Full colour.
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Post by simonw on Sept 2, 2021 7:08:02 GMT -6
Looks interesting- Can anyone give a brief rundown on what the dice mechanics are like? Drive Thru sample file doesn't show anything. If you are familiar with SUPERS! you'll recognize the basic idea; except in SUPERS! you roll bunches of D6s whereas in Triumphant! you have die types (d4, d6, d8 etc.)
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Post by jeffb on Sept 2, 2021 7:23:35 GMT -6
Looks interesting- Can anyone give a brief rundown on what the dice mechanics are like? Drive Thru sample file doesn't show anything. If you are familiar with SUPERS! you'll recognize the basic idea; except in SUPERS! you roll bunches of D6s whereas in Triumphant! you have die types (d4, d6, d8 etc.) Unfortunately I'm not familiar. And again, Drive Thru preview for Supers! Revised is no help.
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Post by simonw on Sept 3, 2021 8:08:55 GMT -6
Essentially your abilities (powers, skills and conditions) are rated by die type - d4 through to dd10 (2d10). You attack once per round (potentially more with certain powers). You select an attack (power or skill), your opponent selects a defence (power, skill or a condition) and you roll your die type in that ability. The winner of the roll causes damage, the amount of which is determined by the difference in the roll. Damage is done in die steps to one (or more) of your Conditions (which are kind of hit points/saving throws and are Ego, Health and Mobility). The Condition is sometimes enforced by the type of attack (mental attacks generally affect Ego, for example) but can otherwise be chosen.
Some powers "sync" with skills or conditions (Perception skill syncs with Enhanced Senses for example). You can choose to roll both dice in this case and take the better of the two (although it is considered the power that is active in this case). Although this means both have been "used" as explained below.
You only get to use any ability once in a round; so if you attack with your super strength, you cannot then defend with it if attacked...you need to choose something else. If attacked several times in a round, you can rapidly use up your best defences. Armour power (and several others) can be used more than once per round to defend, however. Many powers can be used defensively as long as you can describe how you use them - super strength could be used to pick up a car to get in the way of a power blast, or to stomp on the ground to put off Marksman's aim, for example.
That's the basics - there are nuances within the system which plays fast, once you understand that you do not have a set "attack value" or "defence value" but that you can do anything that "feels" right and seems viable within the context of the genre.
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Post by jeffb on Sept 3, 2021 8:36:36 GMT -6
Essentially your abilities (powers, skills and conditions) are rated by die type - d4 through to dd10 (2d10). You attack once per round (potentially more with certain powers). You select an attack (power or skill), your opponent selects a defence (power, skill or a condition) and you roll your die type in that ability. The winner of the roll causes damage, the amount of which is determined by the difference in the roll. Damage is done in die steps to one (or more) of your Conditions (which are kind of hit points/saving throws and are Ego, Health and Mobility). The Condition is sometimes enforced by the type of attack (mental attacks generally affect Ego, for example) but can otherwise be chosen. Some powers "sync" with skills or conditions (Perception skill syncs with Enhanced Senses for example). You can choose to roll both dice in this case and take the better of the two (although it is considered the power that is active in this case). Although this means both have been "used" as explained below. You only get to use any ability once in a round; so if you attack with your super strength, you cannot then defend with it if attacked...you need to choose something else. If attacked several times in a round, you can rapidly use up your best defences. Armour power (and several others) can be used more than once per round to defend, however. Many powers can be used defensively as long as you can describe how you use them - super strength could be used to pick up a car to get in the way of a power blast, or to stomp on the ground to put off Marksman's aim, for example. That's the basics - there are nuances within the system which plays fast, once you understand that you do not have a set "attack value" or "defence value" but that you can do anything that "feels" right and seems viable within the context of the genre. Thank you. I'm a "dice step" fanboy! I'll throw it on my wish list for my next big purchase from DTRPG
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Post by simonw on Sept 11, 2021 3:22:55 GMT -6
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Post by stevemitchell on Sept 11, 2021 18:56:56 GMT -6
Order placed!
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Post by stevemitchell on Sept 27, 2021 18:36:48 GMT -6
My print copy arrived, and I spent part of yesterday going through it. I updated a few of my characters from Triumphant 1E to R/X, and that went smoothly. Overall, it seems like a really nice set of rules. I like the Sync mechanism!
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thegit
Newly-Registered User
Posts: 5
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Post by thegit on Oct 1, 2021 8:59:12 GMT -6
My print copy arrived, and I spent part of yesterday going through it. I updated a few of my characters from Triumphant 1E to R/X, and that went smoothly. Overall, it seems like a really nice set of rules. I like the Sync mechanism! Any chance you can give a little description of what the Sync mechanism is?
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Post by stevemitchell on Oct 1, 2021 10:20:46 GMT -6
Many of the Powers in Triumphant R/X can Sync (link to) a Skill or, less often, a Condition. So if you have that Sync, and it makes sense in the context of what your character is trying to do, you can choose to roll your Power die and your Sync die together. But you only take the highest single die roll.
For example: The Fighting Yank is getting ready to punch a bad guy. He decides to use his Super Strength Power for the attack, rated at 1d10. But Super Strength can link to the Athleticism Skill (with the Weight Lifting specialization), or the Fighting Skill (with the Hand-to-Hand specialization), or the Shooting Skill (with the Thrown specialization).
As it happens, the Fighting Yank does have the Fighting Skill with the Hand-to-Hand specialization, with a rating of 1d8. And using it makes perfect sense in a combat situation. So, for extra punchy goodness, he decides to Sync the Power and the Skill. He rolls both 1d10 and 1d8 and takes the best result.
There are some other aspects to Sync, but that's it in its most basic form. Simon might want to say more about this.
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Post by simonw on Oct 4, 2021 3:31:51 GMT -6
Many of the Powers in Triumphant R/X can Sync (link to) a Skill or, less often, a Condition. So if you have that Sync, and it makes sense in the context of what your character is trying to do, you can choose to roll your Power die and your Sync die together. But you only take the highest single die roll. For example: The Fighting Yank is getting ready to punch a bad guy. He decides to use his Super Strength Power for the attack, rated at 1d10. But Super Strength can link to the Athleticism Skill (with the Weight Lifting specialization), or the Fighting Skill (with the Hand-to-Hand specialization), or the Shooting Skill (with the Thrown specialization). As it happens, the Fighting Yank does have the Fighting Skill with the Hand-to-Hand specialization, with a rating of 1d8. And using it makes perfect sense in a combat situation. So, for extra punchy goodness, he decides to Sync the Power and the Skill. He rolls both 1d10 and 1d8 and takes the best result. There are some other aspects to Sync, but that's it in its most basic form. Simon might want to say more about this. I think you got it covered! (Also means the rules explain it well enough for you to get how it works, which is good). Of course, using both a skill and a power together in this way means both are "used" for the purposes of defending later (in the same round). In this system you can use any ability to defend or attack as long as it makes sense in the situation. However, you can only use each once (there are a few exceptions) so, in the example Steve set out, The Fighting Yank wouldn't be able to use his Super Strength or his Athleticism later on if he is attacked.
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Post by simonw on Mar 22, 2023 11:55:58 GMT -6
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