Favorite Superhero TTRPG

For me, the problem is less: 'can the points system create balanced characters?' I assume you can. It's more: 'can you herd your player-group of system-novices to a place where they have viable characters?'

Like I said, that's a big part of what the secondary framing systems are for.
 

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I think that's why I've shifted towards narrative systems like FATE and QuestWorlds. Where narrative is the goal, mechanical balance is actually far less of an issue. Aspects or keyword systems like these push players towards storytelling their way through conflicts rather than combat resolution. Prep is also much lighter. I could set up and get a QuestWorlds supers game running with relatively little prep.

The problem is, doing that is in itself pulling away from some of my goals. I want a strong game element in my RPGs--as I've put it, I want peanut butter with my chocolate--so a purely or even really strongly narrative system would be even more unsatisfactory than the systems I recommended.
 

Part of the problem is the genre being so broad in story potential and character potential. And that's why I've largely felt that if you can GM a superhero game effectively, incorporating things for both Thor and Hawkeye or Superman and Batman to do to advance the game in your caper design, D&D's balance between martials and spellcasters is a lot easier.

One of my current favorite games is the Sentinel Comics RPG, and it handles this issue by not relating its scores to real-world measurements. You are never told, "If you have a Power called Strength, worth a d10, you can lift X tons." If you have to lift a heavy thing, you put together a pool, roll dice, and you get some result that gives you some level of success or failure.

The scale is basically set when the GM considers the comics sub-genre they are trying to work in - if you're doing a street-level hero scenario, lifting a manhole cover may be hard enough to need a roll. If you're doing a cosmic-hero scenario, you wont roll for the manhole cover, but maybe they'll consider that roll when you try to lift a train engine.
 

The scale is basically set when the GM considers the comics sub-genre they are trying to work in - if you're doing a street-level hero scenario, lifting a manhole cover may be hard enough to need a roll. If you're doing a cosmic-hero scenario, you wont roll for the manhole cover, but maybe they'll consider that roll when you try to lift a train engine.

That's a good approach that works when everyone is at the same level. However, comicbook RPGs have always had the scaling problem of 'what if a street-level hero meets a cosmic-level villain?' The answer, of course, is: 'don't be dumb and do that, GM!' But in games attached to strong IP, like the Marvel Multiverse Roleplay Game, it's always a danger.
 


I can imagine Champions being the closest to notional balance. But it's still too much crunch for my old age. Just the thought of prepping villains to fight in Champions gives me hives. I guess when I was younger this was far less daunting. Oh, to have the vitality of youth, again!
I find this a bit amusing. I get it (which is why I always recommend new GMs use the established setting and foes) but don’t feel it. I’m starting a new Champions campaign that is set in a pre-established IP so generally I won’t be able to use the villains from the Champions villains books - and I’m looking forward to building the shed load of villains I’ll need.
 

I find this a bit amusing. I get it (which is why I always recommend new GMs use the established setting and foes) but don’t feel it. I’m starting a new Champions campaign that is set in a pre-established IP so generally I won’t be able to use the villains from the Champions villains books - and I’m looking forward to building the shed load of villains I’ll need.

May angels speed your flight. However, I am too broken to follow.
 

That's a good approach that works when everyone is at the same level. However, comicbook RPGs have always had the scaling problem of 'what if a street-level hero meets a cosmic-level villain?' The answer, of course, is: 'don't be dumb and do that, GM!' But in games attached to strong IP, like the Marvel Multiverse Roleplay Game, it's always a danger.

Its why I understood, even if I didn't perfectly appreciate, the approach Marvel Heroic Roleplaying took.
 

I find this a bit amusing. I get it (which is why I always recommend new GMs use the established setting and foes) but don’t feel it. I’m starting a new Champions campaign that is set in a pre-established IP so generally I won’t be able to use the villains from the Champions villains books - and I’m looking forward to building the shed load of villains I’ll need.

I won't say it can't be time consuming, though, especially with characters with a lot of relevant nuance. You can put together a simple villain (heck, you can do one without bothering with a full sheet) easily, but one with a lot of bells and whistles and distinctions can take some time.

Its just that a lot of games avoid that problem by, well, ignoring the distinctions, and that's fine with some people, but not so good with others (like me).
 

For me, the problem is less: 'can the points system create balanced characters?' I assume you can. It's more: 'can you herd your player-group of system-novices to a place where they have viable characters?'

Not trying to convince you, @PrunellaUK, to adopt Champions. But in case other readers out there want some ideas on how to work with it:

If the GM knows the system well enough, then yes they can help new players achieve effective characters. Just be sure to check the characters before play begins and offer feedback.

Your other concern, the amount of effort to create a stable of original villains, is a problem. Creating a whole slew of varied and interesting villains is a lot of work.

I use work arounds like buying the various villain/monster books, re-skinning existing characters, and the internet. I know that for Champions there are many online sources where people have published their versions of all major comics characters.
 

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