Thoughts on Simplification and Expansion


I got some more feedback from my friends after playing the game again last night, and the main issues boiled down to the speed of combat and the way minions hit doesn't feel very good. The way Heart rolls are resolved is also a bit confusing because no other rules align with how it's rolled. This led me to a few easy changes that I think will help with the speed and impact of attacks as well as the simplicity of the rules overall:

  • Rolling Hit Points should not use Heart for both fighters and the foe
    • This makes hit points a little lower so fights can end more quickly, and combined with adding another die when you roll a 1 still makes it possible to get higher values
  • When rolling stats, 1's should be re-rolled and all stats get halved, including Heart
    • This avoids getting a 0 for any stat while also simplifying the rule text.
    • It also plays into the next idea...
  • Dice explode when rolling the stat you're rolling or below instead of arbitrarily on 3 and 6
    • This makes your stat more important and increases the impact of getting more powerful when you win
    • This also simplifies the rules because it uses the rule already in-place for Heart checks and also applies to bonus dice from heart checks—a good thing happens to make up for when you roll low!
    • This is the trickiest change though, because I'll also need to add the restriction that 6 never explodes in order to allow overpowered fighters and foes the ability to stop exploding...
      • In my head this sounds like it'll be less fun, but I'll need to test it out to see how it feels.
    • The alternative would be that the die explodes when rolling the stat or above, but that would make exploding less likely as you get stronger, which definitely doesn't sound good either...
  • Adding a defense mechanic to allow another fighter to jump in front of an attack
    • This gives more options during combat and also plays into an idea for one of the expansion
  • Boss phases that add skills instead of arbitrarily increasing all stats by 1
    • This plays into the Dragon Ball Z concept of enemies getting stronger as they're defeated and also allows you to play with more of the mechanics without having to roll entirely new foes every time you win.
    • It also helps keep things quick because they won't get too overpowered compared to your fighters too quickly.

In addition to these changes, I also got a bunch of ideas for an expansion to be printed on the back of the page called SUPER! Power Fighter BS (i.e. "back side"). The biggest additions would be:

  • A thing to defend
    • Whether a city or the world, the foe will also be attacking this and you need to help defend it!
  • Special moves of some kind
    • This is not very well thought-out yet, but it would require the opposite of the Heart rules, i.e. roll above Heart and subtract if you roll the exact value!
    • The idea is to add some more options during your action, but with a little bit of risk to spice up their powerful rewards
    • My first thought is parrying in the same way as the "Nothing" clothing option for the foe, but I'll have to play with it a bit to see what works
  • Move and expand upon minions
    • Honestly this was tacked on to the Demon foe without much thought—giving more space to explain how they work would be better
    • The Demon would instead get the ability "Does not need to cool down from Energy attacks" and any foe could have a horde of minions
  • Area of effect rules for Energy attacks specifically for dealing with groups of minions
    • The initial thought is either getting the total attack size and evenly distributing the damage among the minions or allowing each exploded die to be applied to whatever target you wish

Depending on how this all fits on an additional page, I'll have to massage it a bit to see what works best.

Anyway, what do you think about these changes? Do you have any better ideas that will make some of the changes or new ideas more fun?

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