Excelsior Endeavor is very much intended to be my take on the TSR Marvel Super Heroes using a d6 mechanic instead of the classic d100 table, but otherwise quite similar. What are some of the things in particular that I like about MSH that I want to keep, and other ideas I'm having?
- Lightness: MSH, especially in its basic versions, has a very nice balance of structured simplicity, in my opinion.
- Character Creation: I like that character modeling (describe your character, work with GM to lay that down in stats) is given a prime place, with random given as a back-up/idea generator that can be taken or left at whatever of level of detail desired.
- Advancement: MSH is pretty light on character advancement with growing power, and I like that. One idea from the Advanced Set that I like has a method of improving your powers by basically adding new tricks (Stunts) to what you can do with your existing powers (you spend Karma to attempt the Stunt, a cost which decreases and eventually disappears). I like that, because it lets characters get more flexible without necessarily increasing in raw power numbers.
- Powers: I like the more general power descriptions in the Basic Revised (and Basic) Set over the more quirky and ideosyncratic ones in the Advanced Set (and especially the wacky Ultimate Powers book), and prefer the idea that the ideosyncracities be added by the Stunts. Powers can suggest stunts, or they can be worked out with the GM.
- Talents: Overall Talents are pretty OK. In MSH, Attributes are very broad and key, with most of the +1CS talents just adding some nice flavor. I see them as most a good way to broadly describe a character's background. Other Talents, like the Combat Talents, seem a bit similar to things like Stunts, but added to Attributes rather than Powers. Basically, I'm thinking of making Stunts a bit more of a thing (maybe call them Edges or something), and Talents almost more as general backgrounds or archetype supporting bits.
- Combat: I'm overall a fan of MSH style combat, but it has its oddities that must be considered. Do I keep per-side initiative? Do I keep "declare before initiative"? I like the maneuvers and everything else. The gambling for extra actions and all is a fun thing added by the original. Definitely an area that needs some thought. For sure, the Green/Yellow/Red Results will feature prominently!
- Health & Damage: I like the Health & Damage rules of MSH and I think the Health rules support Supers action pretty well. Damage is static, and so fast. Previous complaints about MSH damage were how it interacts with armor, but I am OK with it, especially combined with how my d6 mechanic gives some small hope of overcoming armor in a way MSH didn't.
- Karma: Karma is a big part of MSH. My d6 system forces how Karma works to change, which is the biggest stumbling block to the system being basically a straight clone, but that's OK. Still, I need to assess the role of Karma and how it could be used with my mechanic. A lot of thematic stuff can be done with this, and I just need to make sure it is at least as good as the original at doing so.