Best Super Herp RPG for D20

Ah, whereas MnM you have to pay for what you want, but still limited by level (max skill rank = PL + 3; Max Power Rank = PL, Max BAB = PL, Max Defense Bonus = PL, etc.).

Sometimes freeform is great, sometimes not so great, especially having to wait for the one player still trying to decide what to buy, as if he's standing in front of the McDonalds' menu. :]
 
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I prefer my games with no points, stats, dice or numbers of any sort. We sit in a circle and stare at each other until the GM says we win.

But anyway - yeah, PL limits raw power. It does not, however, dictate your abilities, feats, skills, or selection of powers. So... I am guessing that's a little different.
 

Ranger REG said:
Ah, whereas MnM you have to pay for what you want, but still limited by level (max skill rank = PL + 3; Max Power Rank = PL, Max BAB = PL, Max Defense Bonus = PL, etc.).

Right.

There are some (few) limits on your abilities, which are tied to power level, but you could, for example, pick up the 150 points of power level 10 (standard starting level) and buy 75 feats from those. Surely not the most reasonable way to spend those points ;), but just to bring the point across. You could also spend 20 on attributes (all starting at 10), 20 on base attack/defense, 20 on skills, 20 on feats, 50 on powers and the remaining 20 on devices.

You can decide how important attributes, skills or powers are for your character, the system does not decide that for you.

This is the freedom you need to create most superheroes, as they are so totally different to each other.

Sometimes freeform is great, sometimes not so great, especially having to wait for the one player still trying to decide what to buy, as if he's standing in front of the McDonalds' menu. :]

*LOL* Yes, it makes character creation a bit more difficult, if you are undecided. :)

Bye
Thanee
 

What are the best set of supers rules to add a super hero element to a d20 modern campain? I am wanting to run a super hero origin campaign where the PCs begin as normals and progress from low powered to high powered heroes. I own the original 4 Colors to Fantasy .pdf, but I am wondering if there is anything better out there. I really liked the setting and feel of the old White Wolf Aberrent game, but I never actually played it. Has anyone looked throught the d20 Aberrant game yet?
 

Blood and Vigilance.
For the original question and for Zen Hydra's question about modern.

I think it's the rockinest of the D20 Supers games I've seen, yet.
 

The only one on the market worth buying is Mutants and Masterminds. You can soundly ignore all the others.

If you wanted to not do d20, you could then consider Silver Age Sentinels in the tri-stat version. But Mutants and Masterminds is better than that as well, so why bother unless you don't do d20 (at which point, you probably wouldn't be in this forum reading this).
 

zen_hydra said:
What are the best set of supers rules to add a super hero element to a d20 modern campain? I am wanting to run a super hero origin campaign where the PCs begin as normals and progress from low powered to high powered heroes. I own the original 4 Colors to Fantasy .pdf, but I am wondering if there is anything better out there. I really liked the setting and feel of the old White Wolf Aberrent game, but I never actually played it. Has anyone looked throught the d20 Aberrant game yet?
Haven't received my copy of Aberrant yet, but D20 Adventure! is very well done although it definitely focuses on the low powered end of the scale.
 

I have skimmed through the Aberrant d20 and although they use different terms, they are basically the same superhuman template (and superhuman level).
 

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