@Thenomain said in BSG: Unification:
@faraday
Hey, even most Superhero games don't model super powers that well, because there is always the power-vs-reality issue, whether or not it's physics (in which case "a wizard did it" applies), or ethics (which is not readily solvable).
It depends a little bit about what you are talking about with 'super powers'. Different companies have very different standards for 'super powers'. As an example compare DC in the mid to late 80's in which people like Superman or Green Lantern are capable of moving planets out of orbit while in Marvel the upper limit was the ability to lift around 100 tons (but see below). And then compare both of those with something like Marvel's New Universe which was also a superhero line but in which one of the strongest people on the planet tries to lift a bus only to end up ripping off the bumper, because really, buses aren't made to be supported by their bumper.
And of course all of that can be further complicated by writers doing really poor research. As an example while the strongest characters in Marvel were suppose to max out at lifting around 100 tons they would regularly do things far in excess of that because the writers had no clue how much 100 tons was (a 747 weighs over 3 times that much).
I always thought the Hero Games System (Champions) did a pretty good job of capturing the feel overall for Marvel comics (which was it's target) though it could be a bit math intensive when you were building a superhero.
Of course one big problem that just about every single game system has is 'realism'. Over in the FS3 thread people were complaining about how often an expert character misses in combat. Actually, that's pretty darn realistic. Having done RPGs for close to 4 decades I've seen plenty of articles where people grab honest to goodness actual data from organizations such as police departments and the FBI on shootings (both by civilians and by officers) and have built game systems around that data.
There is often a whole lot of missing going on and combat occurs at an awful lot shorter ranges than people think. When someone does get hit, according to the data, one of three things tends to happen. Either the person is killed outright (which actually doesn't tend to happen as often as people think), the person is immediately incapacitated, or the person keeps right on trucking along carried by adrenaline and barely slows down. When someone is shot 2 dozen times and they are killed it isn't because two dozen moderate injuries added up to something serious. It tends to be because one or two of those two dozen shots killed them outright.
This tends means that in a 'realistic' system players tend to feel like chumps because they are firing and reloading several times before they get any kind of significant hit and during these fights there is a significant chance that they may be killed outright (by significant I don't mean 20% or anything like that but let's just assume the odds are 5% that your character will die in combat. How many fights does the average character have in most game systems?)
In short, realism sucks. The whole reason people play games is to escape from what's real. What you really want are systems that give you 'acceptable' amounts of realism while remaining 'light enough' that they don't drag down game play. The only problem there, of course, is that different people are going to have different definitions of what is 'acceptable' and what is 'light enough'.