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D20 Superheroes

teitan

Legend
I have begun developing a classless and leveless system for D20 superheroes gaming. This product is a complete overhaul of the D20 system and will be hopefully available as a pdf within the next year, or resources permitting, a high quality paperback. What I need to know though is what do Superhero fans wish to see in a superhero game? We want feedback on this topic so we can create the best product that your money can buy in this easy to teach D20 system.

Thank you,

Jason Carpenter
 

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Well, speaking personally I would like a system of creating characters which is flexible enough to give the character any power he wishes, not just a set list of: Run fast, shoot beam, grow big ect.
 

Something with much less math than Champions would be a good start.

A classless system maybe focusing more on feats, similar to how the new CoC D20 focuses on skills, could work real well too.
 

I've played every super hero game to ever come out. Ok, most of 'em. Here's one thing you should do:

The exact opposite of what they did for Brave New World.

Ok, ok, that's a cheap shot. But seriously, they pigeon-holed players, and that's a Bad Thing (tm).

Champions did things right. No question. Math? Bah. If you know how to add/subtract/divide/multiply, you're fine. It is a bit rules heavy, and not suited to fast combat.

... which is where Marvel Super Heroes worked. If you can find a way to bottle the speed of the MSH system, with the flexibility of the Champions powers, you'll be in business.

And I'll buy. =)
 

How Realistic?

The only thing I didn't like about Champoins was that normal humans were so outclassed by the supers. and with G.u.r.p.s. the strength got way out of hand. but was at least proportional to the power level of the game.

Where were you thinking of going with the power level as compaired to the real world?

Grimm
 

D20 Heroes

Well, I do hope to get the flexibility of champions and the fast play of MArvel SUperheroes. So far the combat system is a complete overhall and all it requires is an attack role, reflex save to dodge, damage roll and fort save to soak. Powers work similar to both feats and skills as some powers, like telepathy are skillbased, in other words you have ranks in it and make a check against their will save. If you succeed you can read their mind. Very simple. Flying is a feat based power and a check is made using your power managing skill to go faster. Energy blasts are different, not really feat or skill based. You simply buy dice of damage to inflict. FIrst you pay for the type of dice, then you purchase each die level. Power level is adjustable based on the type of game you want to run, the rules will allow players to create a character from the RObin level to the SUperman level of power, based on the GM's desire for the game.

I don't have much more detail as yet, at least I don't want to reveal too much at this time. I should be having playtests in about six weeks, maybe less. The rules will be OGC, so anyone can use them for their own products, though the core rulebook will include a campaign setting called Nexus City. It will be released as a .pdf for the short term and hopefully followed by a paperback depending on response to the product.

Jason R. Carpenter
 

I love a good supers game...though a good supers game is hard to find. I have enjoyed both GURPS Supers and Champions though. Like others have said I would like to see a vast list of options available for making characters and a quick and easy cinematic combat set-up.
How are you going to deal with HP's...they could have interesting uses in a Supers game.
I like the sound of some skills requiring skill rolls to work and that others can just work.
I'd be happy to help out if you need it. Have developed a few games for our own group...though none have been Super oriented. My email is rmsevits@prodigy.net if you would like to bounce ideas off of me.
 

One problem with D&D is that strength adds its bonus to your chance to hit...how do you plan on changing this? I don't see the Hulk having a better chance to hit than say Daredevil. There needs to be some different way to conduct attacks...most likely removing the to hit bonus from strength and making it some skill related ability.
 

There is a way around it, like providing bonus to Str-related checks only when lifting, carrying, and damaging object (or person), without affecting the attack bonus provided by Strength.
 

Hello everyone. This product has prolly officially become a part of my art studios plan of attack for sometime late fall or early next year as development has started falling in place.

As I said earlier it is a complete overhaul of the D20 system, so quite a few things have changed. The base attack bonus is now based on Dexterity. As there are no levels to advance this attack bonus a new skill called brawl is being implemented. You simply purchase ranks in it and increase your BAB or improvements to your dexterity etc. CHaracter creation will be purchase based using starting character points as opposed to rolling dice.

Hit points will be even simpler, they are your Constitution score Flat out. Some feats will increase your HP (or body points) beyond your Con score, such as toughness etc. Another score that deals with mental damage has been created based on your Wisdom, called Psyche. PSyche works basically the same as your HP.

Yeah, we will have knockback with rules variables to demonstrate different campaign types. Initially we will provide rules for Urban (Bat-man or Spiderman), Global (Starman or other second tier type heroes) and COsmic level (Superman). A future sourcebook will detail sidekick level play. Back to knockback though. In the standard rules every point of damage sustained after the soak will do 1 foot knockback. This will put an emphasis on the running and hitting like battles that superheroes engage in in every issue.

We are currently working out the advantages and disadvantages system, and I don't want to go into too much as we have some things we need to keep from the public. LOL

Powers will, much like CHampions, be VERY flexible and customizable using this system. A lot of the system for powers will rely on special effects on the part of the player. Example being the energy blast, you decide where it comes from, be it the hands, eyes or sphincter. Then using the tweaking system (our name for it) you can vary the power to your tastes.

We are working on an idea for templates so that you can play aliens and archetypal characters. The would be power and skill packages at a reduced cost in the character creation process. As I said templates will include alien races (three initially) and archetypal character types like Urban Legend, Patriotic Hero, Brick, Robot and Mutant. These templates will ensure playability right out of the box. The templates are not definite yet though and may be edited out before final release.

Overall the system is called Unlimited Power and will initially be published in a pdf format. All rules content will be sperate from the included campaign setting and be OGC, so you can use the rules to publish yer own campaign setting and variations etc. We think this will be a big step in the viability of the system and ensuring the success of the core book etc. The book will NOT carry the D20 system logo as per the licenses on WOTC website. This is similar to what is happening with the Everquest D20 game.

I am currently creating an email group for playtesters that should be open in about a month, when we get the basics together. Playtesters will be asked to keep mum on the specifics of the game system until after the release date. Anyone interested feel free to contact me at teitan111@yahoo.com.

Jason R. Carpenter
 

Into the Woods

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