Hulk will typically be a d12 effect. Hawkeye will typically be a d10 effect.Well, it sounds like this RPG has them kicking arse at the same level.
Hulk will typically be a d12 effect. Hawkeye will typically be a d10 effect.Well, it sounds like this RPG has them kicking arse at the same level.
Controversial opinion coming here... I don't get why people want to to have Hulk and Hawkeye operating at the same power level. I'm not saying I don't understand why a person or persons would want to play such disparate characters. That I totally get. Even playing them on the same team is fine - it'll just require some good judgement by the GM to make sure everyone gets their time to shine . And some adjustment of expectations by the players; sometimes Hawkeye ain't gonna do squat, and sometimes Hulk is gonna be sitting on his big, dumb, green hands.
Let me give you an example from a game I ran for some friends earlier this year. (Hey! I just remembered - I played some Champions earlier this year! Woohoo!) It was a playtest for a con game (assuming cons ever happen again) and the team is basically the Avengers. We had (similar but legally distinct!) Ironman, Hulk, and Wasp. And Black Widow. Widow was much lower power than the others (yep, even Wasp) but had plenty of utility. The player didn't try going one on one with the enemy bricks, or to out-shoot the enemy power armour dude. But they had a great time. They infiltrated, tracked, found clues, completely circumvented my big set-piece final fight, and occasionally dropped knock out gas on bad guys. Everyone else did their own schtick. Hulk smashed, Wasp flipped between super stealth and zapping, and Ironman flew around zorching people.
You don't really explain what you don't get about it here.Controversial opinion coming here... I don't get why people want to to have Hulk and Hawkeye operating at the same power level. I'm not saying I don't understand why a person or persons would want to play such disparate characters. That I totally get. Even playing them on the same team is fine - it'll just require some good judgement by the GM to make sure everyone gets their time to shine . And some adjustment of expectations by the players; sometimes Hawkeye ain't gonna do squat, and sometimes Hulk is gonna be sitting on his big, dumb, green hands.
I'm not really sure what this proves other than you had fun with Champions in a playtest one-shot game at a con.Let me give you an example from a game I ran for some friends earlier this year. (Hey! I just remembered - I played some Champions earlier this year! Woohoo!) It was a playtest for a con game (assuming cons ever happen again) and the team is basically the Avengers. We had (similar but legally distinct!) Ironman, Hulk, and Wasp. And Black Widow. Widow was much lower power than the others (yep, even Wasp) but had plenty of utility. The player didn't try going one on one with the enemy bricks, or to out-shoot the enemy power armour dude. But they had a great time. They infiltrated, tracked, found clues, completely circumvented my big set-piece final fight, and occasionally dropped knock out gas on bad guys. Everyone else did their own schtick. Hulk smashed, Wasp flipped between super stealth and zapping, and Ironman flew around zorching people.
Uncontroversial opinion coming here, but based upon what you say here, it sounds like Mutants & Masterminds should do the trick.I've never ran or played in a supers game, but I would like to. What would be the best system, if I'm looking for good character creation options, an exciting combat system (with a bit of strategy) and a bit of crunch? Mind you, I've played D&D 3.5 all my life, so is there a system that fills all those checkboxes and is easy to get into?
Even then, Fate and Cortex often provide a great deal of latitude for narrative power discrepancies through narrative permissions while still maintaining mechanical parity between player characters. What they can each attempt or achieve may be limited by their Aspects (Fate) or Distinctions (Cortex).Hulk will typically be a d12 effect. Hawkeye will typically be a d10 effect.
There are some OGL 3/3.5E systems out there. I've got a few: Silver Age Sentinels D20, Aberrant D20, Adventure! D20, Trinity D20...just to name a few. While the systems aren't my go-to anymore, I still enjoy what those games have to offer within that system.I've never ran or played in a supers game, but I would like to. What would be the best system, if I'm looking for good character creation options, an exciting combat system (with a bit of strategy) and a bit of crunch? Mind you, I've played D&D 3.5 all my life, so is there a system that fills all those checkboxes and is easy to get into?
Some of us want--or in some cases outright need--more structure than modelling provides.
It has them kicking arse at about the level you'd expect in the comics or the Marvel movies rather than some sort of attempt to model the real world where the archer would be pretty useless.Well, it sounds like this RPG has them kicking arse at the same level.
It has them kicking arse at about the level you'd expect in the comics or the Marvel movies rather than some sort of attempt to model the real world where the archer would be pretty useless.
They aren't close - but they are close enough to meaningfully function on the same team. And close enough that the GM doesn't have to tailor situations so Hawkeye is useful. If you're working on a physics model rather than narrative model base this doesn't really happen.Well.............. Probably a tangent that should be broken off as a thread in the media section but the comics do not have Hawkeye and Hulk in the same league. Not even close. They're closer in power to one another in the MCU but still not, you know, close.
Or, wait, did you mean the modelling is close to the respective characters?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.