Inspired by posts on this forum about classless 4e, I've been working on a 4e-based superhero game. It's not quite classless, but it retains the idea of everyone picking their powers from one big list without sacrificing 4e's tactical depth.
Ambush Bug said:I think this looks great so far, and I'd enjoy seeing more. One question that I don't think I've seen you answer yet - how are you handling levels? Traditionally, superheroes start woth powers well above ordinary people, become more powerful in small increments, then hit a plateau once their bag of tricks is established. That plays out much differently than the traditional D&D system of starting your heroic career as someone who can be killed by a couple of good shots, and ending it as a semi-demi-god. Are you thinking of one of those two approaches, or something else?
Nothing has absolute stats, all that matters is how hard it is for the PCs to fight it. In Supers this means almost everyone is a minion since they are taken out as soon as anyone powerful turns on them.
Wraith Form said:Scarik, this is very similar to the thought process for Mutants & Masterminds - PL5 (or so) being "street level" heroes VS PL10 "standard" heroes.

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