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From Man to Superman
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1834788" data-attributes="member: 16936"><p>You might take a look at <em>Mutants and Masterminds</em>, though I'll admit that I haven't the slightest idea how well it would mesh with D20 Modern. It's a nifty d20-based supers system, though; one of the better supers games on the market, in fact. If nothing else, it might give you ideas about how to structure powers in your game so that each character ends up on a more-or-less even playing field.</p><p></p><p>You might not have to worry about the larger balance issue for at least a little while, though. If getting mutant powers is genuinely a surprise (as in, there aren't a lot of superpowered characters running around the game setting), then ideally for at least a few sessions, they should be the toughest, most overpowered people they have ever even heard about. If things that were once nigh-impossible for them are now ridiculously easy, that's perfect!</p><p></p><p>In other words, give 'em a few sessions of great power, and then start to hit them with the great responsibility that goes along with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Plus, you can use those sessions to evaluate just how powerful their characters are, and then you have a better idea of the kinds of obstacles and opponents you'll need to present them with in order for the game to stay challenging without being overwhelming.</p><p></p><p></p><p>...and if M&M doesn't suit your needs, I think there might actually be another, indie supers system for d20 on RPGNow (at least, I seem to remember our current GM mentioning one); you could go hunting for it and see if it's any good, I suppose.</p><p></p><p>--</p><p>can't vouch for it or direct you to it, since i've never read it</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1834788, member: 16936"] You might take a look at [i]Mutants and Masterminds[/i], though I'll admit that I haven't the slightest idea how well it would mesh with D20 Modern. It's a nifty d20-based supers system, though; one of the better supers games on the market, in fact. If nothing else, it might give you ideas about how to structure powers in your game so that each character ends up on a more-or-less even playing field. You might not have to worry about the larger balance issue for at least a little while, though. If getting mutant powers is genuinely a surprise (as in, there aren't a lot of superpowered characters running around the game setting), then ideally for at least a few sessions, they should be the toughest, most overpowered people they have ever even heard about. If things that were once nigh-impossible for them are now ridiculously easy, that's perfect! In other words, give 'em a few sessions of great power, and then start to hit them with the great responsibility that goes along with it. ;) Plus, you can use those sessions to evaluate just how powerful their characters are, and then you have a better idea of the kinds of obstacles and opponents you'll need to present them with in order for the game to stay challenging without being overwhelming. ...and if M&M doesn't suit your needs, I think there might actually be another, indie supers system for d20 on RPGNow (at least, I seem to remember our current GM mentioning one); you could go hunting for it and see if it's any good, I suppose. -- can't vouch for it or direct you to it, since i've never read it ryan [/QUOTE]
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