D&D 4E 4e Supers

Walking Dad

First Post
I just looked at the new DV MMPORPG and got an idea how to do superheroes in 4e:

Classes = Power themes (Nature magic, Electric, ...)
Power Source = Origin (Alien, Transformed, Mystic, ...)

Character roles can be chosen anew at every extended rest. The Classes provide the powers, but each power has a specific extra depended on your chosen roll (like changing a ranged attack to ranged burst if you are in Controller 'mode').

Thoughts?

(I will post more later)
 

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I think archetypes like Brick, Blaster, Mentalist, Speedster, Martial Artist, etc., might be more easily done as classes. I think Origin = Race, and then things like energy effects and visuals are all window-dressing. Having a class for fire users, when what fire users do may be fairly similar to electricity dudes, seems like a lot of redundancy.
 

Brick and such sound to much like (combat) roles.

And having a fire manipulator and an electricity manipulator isn't more redundant than having the wizard and the invoker class.
 

Origin - Race: Both act as what your character was before their first bit of training and their genetics (or robotics if Power Armor/Cyborg/etc)

Power Themes - Power Source: Both act to define how your powers manifest. A "Might" theme (physical strength), for example, could have a variety of classes.

Role - Role: you still want each character to have a viable role in a party.

Classes: Combine a power theme and a role. Just like a Fighter is the Martial Defender.
 

No, just no.

I want them able to switch roles between extended rests. Each member will have a specific role. But they can change who has who between extended rests.
And Origins as Races makes it incompatible with other 4e products.

I will try to post a sample of each of my ideas once I got a bit more time.
 
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Origin - Race: Both act as what your character was before their first bit of training and their genetics (or robotics if Power Armor/Cyborg/etc)

Power Themes - Power Source: Both act to define how your powers manifest. A "Might" theme (physical strength), for example, could have a variety of classes.

Role - Role: you still want each character to have a viable role in a party.

Classes: Combine a power theme and a role. Just like a Fighter is the Martial Defender.

Actually using this I think you can get what you are looking for with a slight tweak, keep races as a blank slot for compatibility purposes, and have Origin as a mandatory Background feature, so you'd effectively get two, except one give access to power sources. This even allows possibilities to change power sources if such an event were to be allowed (I can't think of any precedent in comics, but my knowledge is -FAR- from encyclopedic).

you just need to be a bit more flexible with the term 'class'. The origin and power source determine your pool of powers, and you swap roles on extended rest which all combine to create a variable 'class'. Same hero thematically, just a different set of powers for a different roll. Look to the F4 for a good example.

[sblock=Actual spoilers for people who don't read The Fantastic Four]Example the 1st: Richard is a Human Scientist with Rubber power source (REALLY specific I know, just an example, cosmic or mutated would be the proper source). He starts the day as a controler, focusing his power choices on powers that entangle and slow enemies. After the rest he swaps roles with Ben for Defender and focuses his power choices on powers that bolster his defenses and protect his allies. The entire time he is still Mr. Fantastic, but just with a trade in focus.

Example the 2nd: Susan starts the day as a leader, inspiring her friends and creating openings with her forcefields. After the extended rest she trades roles with Peter and becomes the striker focuses her powers on those that make her harder to detect and allows further setup for her allies. The entire time she is still the invisble woman, just her powers change focus

Example the 3rd: Peter starts the day as a striker, and does his spider thing, kicking people in the face via sky high web kicks. After the extended rest he starts using his powers to control the battlefield webbing his foes, and leting the other open up on the incapacitated bad guys. The entire time, he is still spiderman.

Example the 4th: Ben starts out as the defender. His powers focus on soaking damage. After the extended rest, he decides "IT'S CLOBBERIN TIME!" and goes striker... and, well, clobber's things. The entire time he's been The Thing, he just decided he was bored of getting hit.

Also for those of you who are saying "Hey wait, Spiderman isn't part of the Fantastic Four!" Your right, technically, but technically the F4 don't exist anymore[/sblock]

Its a system that has a HUGE amount of backing in the comic world, it just requires a massive amount of book keeping to keep track of all the powers. The powers themselves would have to be generalized templates that would require each individual super to flavor to match their own character. So in the end you would have Defender powers, Striker powers, Leader Powers, and Controller powers and once you combine a role with the power source, you have your 'class' as it were. In effect the class is a needless descriptor. This is kind of the point behind the 'Archetype' style of games, M&M and shadowrun are the only two I can think of. Games were your powers determine who you are, not vice versa (as in D&D). And having said this, I'd be interested in trying this if you ever end up running a game.
 
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Your idea

Mr Fantastic
Power Source: Rubber
Race: Human


My idea

Mr Fantastic
Origin: Transformed
Class: Rubber/stretch Hero
Race: Human

In your design philosophy, class is a combination of role and power source, for me the main framework that sorts powers (like fighter utilities are also for slayers (martial striker)).

I prefer 'Rubber Utility 2' because it would be similar like 4e 'Fighter Utility 2'.

I think we agree on the mechanics and just argue semantics.
 


What about taking iconic heroes and categorizing them, building classes around similar heroes. For example, Colossus, Hulk, and Thing are all Meleers whose powers revolve around strength and toughness. You could even add villains, like Sabretooth, to that list. (Wolverine is more of an agile-based meleer). Once you have these groupings, just stick a class name on it.
 

Don't like the 'meleers' category.

Let me try to categorize them:

Wolverine
Origin: Mutant/Transformed
Class: Weaponmaster Hero (defining combat feature are his claws)
Race: Human

Thing
Origin: Transformed
Class: Powerhouse Hero
Race: Human

Hulk
Origin: Transformed
Class: Powerhouse Hero
Race: Human

Colossus
Origin: Mutant
Class: Powerhouse Hero
Race: Human
 

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