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Post by Adminenkainen on Aug 12, 2015 21:54:24 GMT
While the first two supplements were filled with optional rules, Supplement III had optional mechanics for doing things, that changed things in a big way if adapted. It included a psionics system that, if used (and no one does, to my knowledge), could replace the magic system. It included the first class (the Cowboy class) to use stunts -- a sort of low-powered version of powers that is increasingly becoming important to H&H (both in Supplement V and the next edition of H&H). It introduced mythic items -- essentially super-powered trophy items. It also included details on settings for the game besides underworld hideouts and metropolises. Some trivia related to Supplement III: It was the supplement with the most material cut from it (which wound up in The Trophy Case v. 1, no. 6). The Cowboy class has never been playtested during a live session, only during a short-lived online play-by-post campaign. Supplement III had ideas submitted to it from the largest pool of volunteers -- seven -- including ideas for powers and spells from my son and then-girlfriend!
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