Help me decide what superhero rpg to play

Ok I've recently played in a Palladium's hero game, it's a blast. But I'm kind of anal about certian things. I find somethings in that system over complicated. It's really hard to make a charactrer combat effective without combat skills. Spidey never needed karate lessons. Or the way education system kind of dictates what skills you can or can't take. I dislike the fact that the powers don't mimic the stunts comic characters pull off.
The only other super hero game I've played in Is Marvel from back in the 80's. The dice game, not the stones. Re-examining that game I realized I enjoy that character creation and advancement system. The power stunt feature of that system really captures the comic feel. Unfortunatly it's down hill from there. The combat leaves something to be desired.
So if anyone could give some comparisons I'd apprecaite it.
Thanks

I think that you may be interested in checking out BASH! Ultimate Edition. Power stunts is one of the things you can pull off, as well as "Team Up" actions ala the Fastball Special- which reward player creativity.

It is a simple supers game that you play with 2d6, but does not "hand wave" away the powers- it has a complete list and can do anything from 1930s Mystery Men to Cosmic Superheroes who move planets. You can have a team with diverging levels of power (20 pt character on the same team with a 40 point character) and the game handles it so that both players have fun and challenge.

The Core Mechanic is roll 2d6 x Stat/Skill/Power. If the dice match, they "explode" letting you roll another d6 (which could also explode if it matches). If you don't like to multiply, you can roll 2d6, and look at the result on the colorful Dice Roll Chart on the back cover (see the demo below).

Here is a demo

Here is a more thorough review by Ron Blessing.

Also, I find that one of the best ways to show what a system can do is to make a character for it. Is there any sort of character that you'd like to see the system model?

PS- if you want it in print, Indie Press Revolution has it bundled with the pdf for $25. If you only want it in pdf, it is available at rpgnow, drivethrurpg.com, pigames.net, as well as IPR for $15.
 

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My first suggestion would be Mutants and Masterminds. After that,

1. BASH: UE. I haven't tried it, but I have seen the previews and read all the free issues of BAM! Looks pretty interesting. Edit: I plan to give this game a look eventually. It seems like the first rules light rpg that I might like- especially, with the half rank article which gives a little more variation.

2. DC Heroes 2e

3. Marvel Superheroes Adventure Game: This is the one with the cards. However, I only recommend it if you can get a hold of the following free web products that were on Steve Kenson's Marvel-Phile website which has many other good articles for the game as well unofficial errata for the roster books: Ultimate Powers (lots of new powers), Watcher's Guide (Optional Rules guide by Steve Kenson and the MSHAG web community), and Steve's point buy system Heroes by the numbers.

4. Villains and Vigilantes: Revised. Again, I recommend this with a caveat. Get the free Advanced rules upgrade from the designer's website.. It still requires the main book.
 
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Actually, there is. And it's quite good, but not very out-of-the-box ready.

Huh. Last I checked, there was only Powers (which was great). Did Supers actually improve on Powers or did it manage to muck it up in the vein of previous Supers books?
 
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Huh. Last I checked, there was only Powers (which was great). Did Supers actually improve on Powers or did it manage to muck it up in the vein of previous Supers books?

It's quite keen. It covers the genre pretty well, reviews optional combat rules and suggested trait limits, and offers a few new modifiers. It introduces Super-Effort, which allows you to create a trait that scales very high when you use extra effort (basically so ST 100 can perform as ST 1000 or so for short bursts, but it also works for other traits). It has some solid, if fairly low-point templates.

Not included: a fleshed out campaign setting, high point templates, very many "worked out" power examples.

A variation on the IST setting is available for free as an Infinity timeline; it doesn't have a lot of specifics, but does cover the gist of it, and definitely brings IST a lot closer to traditional four-color adventures without removing its distinct qualities.
 

Alternately, take a look at the Basic Action Super Heroes! (BASH!) system.

I'm an M&M (2E) guy, but I've been sorely tempted by it.

HERO is good, though fiddly (it is complicated in places, making it better for more advanced players, though not necessarily more experienced players).
M&M is also fiddly in places, but I've had a lot of fun and success with it.
GURPS supers is ... just don't. If you've had that much issue with Palladium Hero then stay away from the GURPS supers.

Good luck.

Go with BASH or Wild Talents, both smoke M&M and Hero system out of the water and kick them both to the abyssal curb of game sucktitude ;)

Seriously, BASH and Wild Talents are the two best, most underrated supers game ever whenever this topic comes up because people always say either M&M or Hero system. And I love hero system, don't get me wrong, and I do not like M&M much at all, but I can totally understand why people like it.

But...check out BASH: UE and Wild Talents 2e, both are Amazing.
 

But...check out BASH: UE and Wild Talents 2e, both are Amazing.
But I have to mention: isn't Wild Talents designed for more gritty/realistic play? It would be important for someone to know that if the preferred less of that, then Wild Talents might be edged out by M&M or HERO. We'd still have to consider BASH in the final comparison, but I've been told the style something is designed for should be important when choosing a game system.
 

If you want rules-lighter than probably most, maybe all of those mentioned in the thread so far, you might want to check out ICONS (should be some info there on the front page.)

It's due out in June, is the main problem with that one.

But if you like a crunchier toolbox system, with which you can model, well, anything -- my advice is, grab a copy of M&M 2e. I doubt you'd be disappointed.
 

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