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General Tabletop Discussion
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Best system/setting for Super-Heroes?
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<blockquote data-quote="Brian Chalian" data-source="post: 1560328" data-attributes="member: 14246"><p>I've played DC Heroes, FASERIP Marvel, Marvel SAGA, Mutants & Masterminds, GURPS Supers, and Heroes Unlimited. </p><p></p><p>My favorite so far is <strong>Marvel SAGA</strong>. It's light on the rules and fast to play. The biggest drawback are that the artwork on the cards can spoil the mood if you aren't playing in the Marvel Universe and the fact it's out of print.</p><p></p><p><strong>GURPS Supers</strong> is rules heavy and favors realism over plausibility, making it very deadly. If a metahuman can throw a car, he can punch a human in half. In print.</p><p></p><p><strong>Heroes Unlimited</strong> is fun, but the rules are weighted so that guns are better than super powers. Very odd position for a supers game. In print.</p><p></p><p>But I would never play DC Heroes, FASERIP Marvel, or Mutants & Masterminds again. </p><p></p><p>The power levels for DCH climb too high too fast for my taste. Using a WW analogy, if you had two dots in Strength and raised it to three dots, you'd now be twice as strong. </p><p></p><p>FASERIP Marvel and M&M have the same problem: unbeatable DR. I'm talking 3.0 Iron Golem DR. We tried playing the adventure included in the M&M book. We must have sat there for two hours trying to affect the French League in the first encounter. The only one we managed to affect at all was the speedster. He took damage now and then.</p><p></p><p>If you have to play d20, you are better off slapping the pre-erratta 3.0 psionic monster template onto d20 Modern characters and calling the at-will spells "powers." I'm not even kidding.</p></blockquote><p></p>
[QUOTE="Brian Chalian, post: 1560328, member: 14246"] I've played DC Heroes, FASERIP Marvel, Marvel SAGA, Mutants & Masterminds, GURPS Supers, and Heroes Unlimited. My favorite so far is [b]Marvel SAGA[/b]. It's light on the rules and fast to play. The biggest drawback are that the artwork on the cards can spoil the mood if you aren't playing in the Marvel Universe and the fact it's out of print. [b]GURPS Supers[/b] is rules heavy and favors realism over plausibility, making it very deadly. If a metahuman can throw a car, he can punch a human in half. In print. [b]Heroes Unlimited[/b] is fun, but the rules are weighted so that guns are better than super powers. Very odd position for a supers game. In print. But I would never play DC Heroes, FASERIP Marvel, or Mutants & Masterminds again. The power levels for DCH climb too high too fast for my taste. Using a WW analogy, if you had two dots in Strength and raised it to three dots, you'd now be twice as strong. FASERIP Marvel and M&M have the same problem: unbeatable DR. I'm talking 3.0 Iron Golem DR. We tried playing the adventure included in the M&M book. We must have sat there for two hours trying to affect the French League in the first encounter. The only one we managed to affect at all was the speedster. He took damage now and then. If you have to play d20, you are better off slapping the pre-erratta 3.0 psionic monster template onto d20 Modern characters and calling the at-will spells "powers." I'm not even kidding. [/QUOTE]
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