Help! I need a rules-lite super hero RPG

I'd be down with a supers game that ran on the 4E system, but alas, WotC hasn't made one. :)
Are you sure about that?

That said, Truth & Justice (which I linked in my first post) is probably something you'd enjoy. It's certainly worth looking at.

I understand d20 burn-out. Taking breaks is important. (I'm currently running M&M and a Trailblazer campaign, while playing in L5R and Deadlands: Hell on Earth; variety in gaming is important.)


Good luck.
 
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D20 fatigue is a good way to phrase the way I feel about 3E. I'd be down with a supers game that ran on the 4E system, but alas, WotC hasn't made one. :)

When i first got the M&M book several years ago, I was delighted how slick the system seemed compared to traditional D20. Years later, when I finally got to play it, I had already been exposed to 4e and Star Wars Saga. The concept of defenses rather than saving throws had spoiled me forever, among other things. :erm: All i could think while running the game was how badly I wanted to divorce the system from "old" d20, but I will stop now before M&M fans break down my door and beat me up.
 


I think you'd be hard pressed to find a M&M purist anyway. Any time someone comes in to M&M and says "I like it, but I'd want to change X, Y, and Z." and expect the fans to get offended. The truth is that X, Y, and Z are probably already options in the Mastermind's Manual and the M&M fan is going to shrug and point them there for ways to do that in their game. Implementing static defenses rather than saves, best of two saves, and say a simplified skill system (called broad skills in the Mastermind's manual) is tremendously easy.
 


I'd agree with the person some distance above who suggested DC Heroes / Blood of Heroes. 2d10s and a big chart. Making the characters is an entertaining exercise, but once done it plays incredibly easily, and every single thing you might want to do boils down to an identical mechanic. Pick the right stats, roll 2d10, add the numbers, and look it up on the tables.

Pow, sock, wham, etc...
 


Ideally my super hero game would be based on something like true20, but any fast-paced, rules-lite system could work, with the following caveats. One, it needs to feel like choices made during character creation are mechanically meaningful while being completely customizable. Two, the system needs to be designed such that story is never sacrificed at the expense of rules lawyering or number crunching (I'm looking at you, 3E prestige classes). Three, when dice are rolled, outcomes need to be variable, fun and fulfilling regardless of success or failure; after a school year of playing Marvel Super Heroes, rolls on the FASRIP chart became repetitive and dull. And, finally, it's a super hero game! The system needs to be equally fulfilling at street level and among the cosmos.

In sum, the system needs to have some gravitas without being overly complex. Anyone know a super hero RPG like that? :)

Yes. BASH! Ultimate Edition.

It is a fast-play simple supers game. It is a toolkit type system, but there are around 50 powers, not hundreds. You build a character with 20-60 points, not 250+.

The core mechanic is roll 2d6 and multiply by stat/skill/power. This is usually a multiplier between x1 and x10. If the dice rolls match, roll another d6. If that matches, keep rolling and adding more d6 before multiplying. This way, exploding dice make it possible for an underdog to beat someone with a large multiplier advantage. Some people don't like to multiply, so there are some alternatives given in the appendix, including Fudge dice among others. Obviously, you must have seen the dice-roll-chart from the back cover if you saw the preview-- so if you like colored charts, it has it. You simply roll the 2d6, see what you rolled, slide over to what your multiplier is, and find out your result. The color code will tell you if scored a typical, tough, heroic, etc result on your roll. The colored chart isn't needed, just something that I thought would appeal to the people that don't like the multiplying part, or fans of old-school.

All Heroes & Villains have 100 Hits, which work like hit points. Lesser characters (Minions) have between 10-50 Hits, and Heroes can plow through them several at a time. This keeps the action fast & furious. The difference between a big tough brick and a skinny mentalist isn't how many Hits they have, it's how much damage they soak with each hit.

There are 3 stats. Brawn, Agility, and Mind, rated 0-5. 0 is something far below normal parameters, while 2 is usually peak-human, and 5 is top tier for superheroes. Brawn is how strong & tough you are, Agility is how fast & coordinated, and Mind is how intelligent/magically gifted/psychic you are.

If you want more info, there is a preview here. There is an in-depth review here and some shorter reviews here. There is also my interview on The Rpg Haven podcast and Meanwhile... The Super Gaming Podcast that give some more in-depth info about the game. The first printing is sold out, but the second print run should be shipping out to the warehouse tomorrow.

If you want, I think a pretty easy way to get to understand the game would be for me to show how to build a character with it. Do you have an idea of a sort of character you'd want to make, or see made? The game does everything from Pulp Mystery Men to Cosmic Beings- so please, be creative.

PS- there is a "Dice Roll Chart" but it isn't needed to play- it is just to help people with the multiplying.
 

If you want, I think a pretty easy way to get to understand the game would be for me to show how to build a character with it. Do you have an idea of a sort of character you'd want to make, or see made? The game does everything from Pulp Mystery Men to Cosmic Beings- so please, be creative.
Sure! Let's do two. I'd say Captain America and Thor, but since it can be argued endlessly what their particular powers are, not to mention the fact that they are veteran heroes, let's say "a mortal hero like Captain America" and an "immortal hero like the Mighty Thor." :)
 

Not a currently produced game, but I always found Aberrant (the original Storyteller version, not the d20 revamp*) to be a very simple game. Granted, I already had several years of experience w/the underlying system, but it would be simple to divorce Aberrant from the setting and just use the mechanics and powers for a game.


* No offense intended to the guys who designed it cuz they read these boards, but it just felt like a completely different game.
 

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