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Wandering Adventure Party

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  3. Looking for a super hero system recommendation.

Looking for a super hero system recommendation.

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  • Z zero_spelled_with_an_ecks@programming.dev

    Champions

    Just a moment...

    favicon

    (www.herogames.com)

    I used to play some previous editions. It’s extremely flexible. It’s a point buy system. It has, for example, ways of defining a power that requires something external (which makes it cheaper in points), e.g. flight using a jet pack, and if that thing can be taken away. So you could build a Spider-Man that has web shooters that require ammo or you can make the one that spurts ropes right from his wrists.

    It’s also flexible in that there are two types of damage. The first is more for a more brawly combat where you get them down to 0 stamina (or whatever it’s called) and they’re unconscious. Then there’s killing attacks that go for hp with an eye for making the other character dead. This makes it very easy for codes of conduct (e.g. no killing, which is also done with points) to easily be defined mechanically. Attacks can also be defined by what they can get through, like a psychic attack won’t be dampened by physical defense (but might have a weakness against unobtainium).

    There’s also ways to build plot into characters. You can buy things like people important to your character ( that you may have to rescue), sidekicks, information contacts, nemesis, superior officers, organizations, etc.

    My group managed to make great knock offs of Superman, the Flash, Iron Man, etc., but also had no problem with making a Sentai squad or a character that could copy abilities by absorbing them (which I suppose both MegaMan and Rogue do, but in different ways which you could define with this system).

    And depending upon how many points you play with can determine if you’re doing Daredevil keeping the streets clean type things or Avengers save the multiverses type thing.

    I This user is from outside of this forum
    I This user is from outside of this forum
    iconic_admin@lemmy.world
    wrote on last edited by
    #7

    I’ve heard that champions was really deep rules wise. How true is that? Like it’s too deep so it’s hard to onboard new players.

    Z 1 Reply Last reply
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    • I iconic_admin@lemmy.world

      Howdy. So I’ve been running a 5e D&D game live at a table and another one on foundry. Both groups kind of collapsed over the holidays and that’s fine. I want to try a super hero RPG. I’ve been looking at Masks but it seems kind of teen focused which I’m not into. Does anyone know if this system is more adaptable than I’m giving it credit or if there is a better system they could recommend?

      Nico198X_ This user is from outside of this forum
      Nico198X_ This user is from outside of this forum
      Nico198X
      wrote on last edited by
      #8

      Outgunned has an upcoming supes game that’s cool!

      Outgunned Superheroes

      I 1 Reply Last reply
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      • I iconic_admin@lemmy.world

        I’ve heard that champions was really deep rules wise. How true is that? Like it’s too deep so it’s hard to onboard new players.

        Z This user is from outside of this forum
        Z This user is from outside of this forum
        zero_spelled_with_an_ecks@programming.dev
        wrote on last edited by
        #9

        You’ll want a character builder, but otherwise it’s 3d6 for most skill checks and a variable number of d6 for damage. You can check it out here. Most of it is about how to build powers, but once that’s done, gameplay goes pretty quickly.

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        • I iconic_admin@lemmy.world

          Howdy. So I’ve been running a 5e D&D game live at a table and another one on foundry. Both groups kind of collapsed over the holidays and that’s fine. I want to try a super hero RPG. I’ve been looking at Masks but it seems kind of teen focused which I’m not into. Does anyone know if this system is more adaptable than I’m giving it credit or if there is a better system they could recommend?

          eerongal@ttrpg.networkE This user is from outside of this forum
          eerongal@ttrpg.networkE This user is from outside of this forum
          eerongal@ttrpg.network
          wrote on last edited by
          #10

          I really like the sentinels comics rpg - https://www.greaterthangames.com/pages/sentinel-comics

          It’s based on the sentinels of the multiverse card game, and has a really unique system. Basic low down - every roll you have die based on a “stat”, a power, and your (or the scene’s) status (green, yellow, red).

          On a basic roll, you always take the middle die as your results. Powers might alter this or do something extra.

          So for example, let’s say you have super strength as a stat for a d8, a power die of a d6 for the power you’re using, and a d6 for your current status (green). You’d roll all three of these and take whatever value is the “middle” result (so like d8 - 2, d6 - 4, d6- 5, you’d get a 4).

          Powers might do something like “deal damage equal to the lowest die, but heal an ally for the middle die” or “deal damage with the highest die, but take a penalty equal to the lowest die”

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          • Nico198X_ Nico198X

            Outgunned has an upcoming supes game that’s cool!

            Outgunned Superheroes

            I This user is from outside of this forum
            I This user is from outside of this forum
            iconic_admin@lemmy.world
            wrote on last edited by
            #11

            I’ll look into this one. What is the rest of the outgunned rule set like?

            Nico198X_ 1 Reply Last reply
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            • B Black Xanthus

              West End Games’ DC Superheros is a good place to start, but then, I’m a fan of most of what WEG used to do. You can get the pdf fairly cheaply, or pick up the core book.

              Then you have mutants and masterminds, the grandaddy of superhero systems, which works really well, and scales a bit better than DC Superheroes, and the third edition pdf is available fairly easily, and they produces a DC Superheros skin for the game, and that’s even easier to find. This system works really well for both dark and light superheroe games.

              Then there’s Brave New World, and iconic superhero RPG. Difficult to find these days, but the setting is fun with a leaning towards a Watchmen feel.

              If you’re looking for less super, more hero, then something like The Laundry is fun, and a very fun upbeat setting. Then you’ve got 'Is It A Plane’s, an unusual system, but really story driven and leans into the comic-book approach.

              An honourable mention to GURPS, because you can play pretty much anything in it, including superheroes and you can get that dirt cheap on the internet.

              Hope that helps!

              I This user is from outside of this forum
              I This user is from outside of this forum
              iconic_admin@lemmy.world
              wrote on last edited by
              #12

              I actually played the west end DC game in college in ‘04. I remember it being crazy good at the time.

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              • I iconic_admin@lemmy.world

                I’ll look into this one. What is the rest of the outgunned rule set like?

                Nico198X_ This user is from outside of this forum
                Nico198X_ This user is from outside of this forum
                Nico198X
                wrote on last edited by
                #13

                The quickstart guide is free, just scope it out!

                Just a moment...

                favicon

                (www.drivethrurpg.com)

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                • rebekahwsd@lemmy.worldR rebekahwsd@lemmy.world

                  Mutants and Masterminds is fun but making a character is a nightmare. It took several hours even with a computer app that theoretically had every book and option in it. And that’s like hour per player at least.

                  Buuuuut once it’s done you’re mostly just rolling a single d20 so things are much simpler in game.

                  B This user is from outside of this forum
                  B This user is from outside of this forum
                  brutticus@midwest.social
                  wrote on last edited by
                  #14

                  Mutants and Masterminds is like, the ultimate trust fall for players and DMs. If everyone is being cool, then it literally has everything. There are a ton of options but its basically OGL 3.x with all the limiters turned off, with all the flexibility and power that implies.

                  If people aren’t being cool, well then, unrestricted time travel only costs 6 (of your default 150) build points.

                  rebekahwsd@lemmy.worldR 1 Reply Last reply
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                  • B brutticus@midwest.social

                    Mutants and Masterminds is like, the ultimate trust fall for players and DMs. If everyone is being cool, then it literally has everything. There are a ton of options but its basically OGL 3.x with all the limiters turned off, with all the flexibility and power that implies.

                    If people aren’t being cool, well then, unrestricted time travel only costs 6 (of your default 150) build points.

                    rebekahwsd@lemmy.worldR This user is from outside of this forum
                    rebekahwsd@lemmy.worldR This user is from outside of this forum
                    rebekahwsd@lemmy.world
                    wrote on last edited by
                    #15

                    Yeah, my character was a private detective type whose only real power was ability to teleport things to his hands (mostly useful for disarming people). He also was untouchable in regards to various powers, but no real flashy ones other than the teleporting thing. Except, in the system, one could do…something, I forget what, and use a power in a different way for a bit? So he did. And used that to teleport a hive mind around.

                    He hated hive minds.

                    We also had the walking tank. Really easy to mind control though. You’d think Superman random alien man would really level up his anti mind control lol.

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                    • I iconic_admin@lemmy.world

                      Howdy. So I’ve been running a 5e D&D game live at a table and another one on foundry. Both groups kind of collapsed over the holidays and that’s fine. I want to try a super hero RPG. I’ve been looking at Masks but it seems kind of teen focused which I’m not into. Does anyone know if this system is more adaptable than I’m giving it credit or if there is a better system they could recommend?

                      E This user is from outside of this forum
                      E This user is from outside of this forum
                      errorcode@lemmy.world
                      wrote on last edited by
                      #16

                      We are using Prowlers and Paragons Ultimate edition for our Super Hero game. It is a pretty good system; I am enjoying it.

                      1 Reply Last reply
                      1
                      • I iconic_admin@lemmy.world

                        Howdy. So I’ve been running a 5e D&D game live at a table and another one on foundry. Both groups kind of collapsed over the holidays and that’s fine. I want to try a super hero RPG. I’ve been looking at Masks but it seems kind of teen focused which I’m not into. Does anyone know if this system is more adaptable than I’m giving it credit or if there is a better system they could recommend?

                        M This user is from outside of this forum
                        M This user is from outside of this forum
                        ...m...
                        wrote on last edited by myrrh@ttrpg.network
                        #17

                        …the cypher system offers a superhero sourcebook which is pretty mechanically breezy (not unlike TSR’s old FASERIP system that regard) but what i especially love is how effortlessly it can drop in elements from other genres in the grand comic-book tradition…

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