AlabasterKnight wrote on Feb 19
th, 2015 at 5:59pm:
This is a good perspective thread. What is the 3.0 thing? I didn't see that mentioned?
Jeff and Jack's V&V 3.0, which a few of us saw a small preview of a few years ago (and they've shown small bits on their website, mostly a few years ago). Here's how I've adapted it to our current game, just to give you a flavor (note that this is just similar to their concept):
Instead of receiving 1d6+2 superpowers, characters get
four base powers (rolled randomly), then two powers
(chosen) that are tied to two weaknesses. When rolling
for the four base powers, the player can choose two
tables from the list of superpowers on p. 2-3. One must
be the Skills chart, and the second can be chosen from
any other list. As an example, a player decides to select
from the Magic/Psionic Items table and the Skills table
and rolls a 23. They then have a choice of taking Emotion
Control or Heightened Defense. After rolling randomly
for the four base powers, they may then choose any two
powers from any of the tables (working with the GM to
insure game balance). These two selected powers are
directly linked to two weaknesses, rolled on the
Weaknesses Table on p. 3. For instance, a player chooses
Heightened Strength and Invulnerability. They then roll
for weaknesses and get Low Self-Control and
Phobia/Psychosis. These two are now linked, so
Heightened Strength corresponds to the Low Self-Control
and the Invulnerability ties to the Phobia/Psychosis. The
player then gets to choose how significant the weakness
is, but it is tied to the super power for approximate
power level. To do this, the player should select A
(weak), B (standard, generally as per the rulebook), and C
(strong). In other words, if a person takes Heightened
Strength and gets +20, then their Low Self-Control will
have to be something quite severe that affects the
character regularly. If the player only got +7 from the
Heightened Strength, then the Low Self-Control should be
much less significant.