Preferred d20 Superhero system?

My thoughts...

OK. I've bought DNW, SAS D20, and 4CTF, and will by buying M&M.

DNW: an absolute joy to read, and a game which dares to go totally against the 'grain' of most superhero D20 games; rather than eschewing classes and races, it revels in them. One thing which is interesting is that, apart from a handful (Armor Adept, Psychic), classes aren't power based, as they are in most D20 supers games, but more 'lifestyle' based. (Mercenary, Playboy, Vigilante, Sidekick). There's no real power advantage/disadvantage system, and, for that matter, no balancing of powers -- powers incur an 'experience tithe', and it's the same whether your power is Darkvision or Firebolts. You can also have as many or as few powers as you wish starting out; there are no power points, it's all between you and the GM.

4CTF: It's a brilliant idea: A 'plug in' for adding superpowers to any D20 game. There are two drawbacks:
a)It doesn't stand alone. You have to pick some other D20 game to plug it into; D20 Modern would be ideal, but it isn't out yey.
b)The power list is very short. The "Big Book of Powers" would remedy that, but it's being delayed for several months. :(

D20 SAS: This follows the more typical route, with a robust power-creation system (and vehicle creation, to boot!). The classes, though, are ill-defined, being little more than a listing of archetypes, and some alterations were made to key D20 concepts (no feats, skill names changed, the optional 'defense roll' from the DMG is used, the attribute scale is different) which makes the game lose some D20 'feel'.

Mutants&Masterminds: This game, as yet unpublished, makes some radical changes to the D20 system -- much more than SAS -- but also foregoes the D20 license, going for pure OGL. It has, apparently, no classes (but does have levels, of a sort) and a Power+Enhancements/Limitations model.

My thoughts? None of the games out there *precisely* hits the bullseye. (I reserve judgement on M&M until I see it) Each does a lot right, but there's a few bits missing. If I had the time, I'd OCR the OGL and create a Frankenstein monster from them all...

If DNW had a power system, rather than just a power list...
If 4CTF had more powers, and a few more 'modern' core classes...
If SAS D20 had upped the D20 'feel' factor a few notches...

(As for me, I've got 80-odd pages of '20 sided supers' sitting on my hard disk, untouched for a year; between my freelance work and the glut, I'm unlikely to ever finish it. :( So it goes.)

(Given the speed with which Scott Lynch churns out supplements, a 'Proton Bolts and Plasma Fields, The Ultimate Guide To DNW Powers' supplement would be quite welcome...) (Other note to Scott: Consider rating each power as being equal to, say, 1/4 Power, 1/2 Power, 1 Power, or 2 Powers; then, when you total your powers for your XP Tithe, you don't feel like a schmuck for taking 'flavor' powers and paying the same price for zap/kill/destroy powers)
 

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Re: My thoughts...

Lizard said:
OK. I've bought DNW, SAS D20, and 4CTF, and will by buying M&M.

DNW: *snip* You can also have as many or as few powers as you wish starting out; there are no power points, it's all between you and the GM.

Wouldn't this make it a touch more tricky to setup as a balanced starting group? I did look at the DNW page and kinda marvel that it has 318 pages tho....damn that's a nice fat pdf for 10 bucks!


4CTF: It's a brilliant idea: A 'plug in' for adding superpowers to any D20 game. There are two drawbacks:
a)It doesn't stand alone. You have to pick some other D20 game to plug it into; D20 Modern would be ideal, but it isn't out yey.
b)The power list is very short. The "Big Book of Powers" would remedy that, but it's being delayed for several months. :(
[/QUOTE]

Adding additional powers seems like it will be very easy with 4CTF. I'll just open up my old Marvel books or my copy of Aberrant and add a few things that may be missing. It's reasonably complete as is tho.


D20 SAS: This follows the more typical route, with a robust power-creation system (and vehicle creation, to boot!). The classes, though, are ill-defined, being little more than a listing of archetypes, and some alterations were made to key D20 concepts (no feats, skill names changed, the optional 'defense roll' from the DMG is used, the attribute scale is different) which makes the game lose some D20 'feel'.
[/QUOTE]

A big stink was made of no feats and the skill name changes, but skill names were changed for CoC and Star Wars b/c it makes sense to tailor your skill list for your game world and gameplay period. The Attributes are able to have feats mesh and from the sounds of it, the 2nd printing of the book will likely have the Add Feat superpower or however it was put on one of these threads.


Mutants&Masterminds: This game, as yet unpublished, makes some radical changes to the D20 system -- much more than SAS -- but also foregoes the D20 license, going for pure OGL. It has, apparently, no classes (but does have levels, of a sort) and a Power+Enhancements/Limitations model.
[/QUOTE]

OGL buys it the safety it needs to do anything it wants really. Look at Everquest. Main differences there are point spread, double XP cost for level gains, and the fact that characters of a certain level are equal to a D&D char 1.5x higher. (ie.6th lvl char in EQ=9th lvl D&D) Now you also have all the different kinds of hasting and such, but that's flavor for the world and not some massive change like instead it's all based on d12 :) All this said, I am very intrtigued by the ideas of the damage save and such and I'll buy it to see what happens.

My thoughts? None of the games out there *precisely* hits the bullseye. (I reserve judgement on M&M until I see it) Each does a lot right, but there's a few bits missing. If I had the time, I'd OCR the OGL and create a Frankenstein monster from them all...

If DNW had a power system, rather than just a power list...
If 4CTF had more powers, and a few more 'modern' core classes...
If SAS D20 had upped the D20 'feel' factor a few notches...
[/B][/QUOTE]

d20 Modern will be out within a couple of weeks likely and I'll be buying it immediately so I can start playing with ideas like blending 4CTF into modern, trying to convince a friend who loves Mechs and damn near drooled on my Duungeon when he saw the Mecha Crusade to run some Mecha stuff, and maybe make a fantasy world w/mechs and super powers of my own just for fun. BTW, the thread converting BTech and other mechs to Mecha Crusade kicks. If yr into it go grab some ideas or plan on copying the whole thread :)
 

Re: Re: My thoughts...

SSquirrel said:
A big stink was made of no feats and the skill name changes, but skill names were changed for CoC and Star Wars b/c it makes sense to tailor your skill list for your game world and gameplay period. The Attributes are able to have feats mesh and from the sounds of it, the 2nd printing of the book will likely have the Add Feat superpower or however it was put on one of these threads.
Skill name changes were NOT made for CoC d20. As someone who spent many hours converting Masks, I know. I kept having to map Astronomy to Knowledge (Astronomy), Debate to Diplomacy, etc, etc. That is one of the hallmarks of a design that works with d20. There's absolutely no point renaming skills. New skills (like Drive, Demolitions), yes, but no renaming of existing skills.

I haven't looked at Star Wars, but I'd be surprised if they renamed skills.
 


More of Re:My thoughts...

Thorin Stoutfoot said:

Skill name changes were NOT made for CoC d20. As someone who spent many hours converting Masks, I know. I kept having to map Astronomy to Knowledge (Astronomy), Debate to Diplomacy, etc, etc. That is one of the hallmarks of a design that works with d20. There's absolutely no point renaming skills. New skills (like Drive, Demolitions), yes, but no renaming of existing skills.

Right so how is remapping skills from one name to another not renaming skills? Renaming skills means jack b/c anyone w/any modicum of intellect will see them.


I haven't looked at Star Wars, but I'd be surprised if they renamed skills.
[/QUOTE]

Wilderness Lore becomes Survival, Animal Empathy becomes Handle Animal, Pick Pocket to Sleight of Hand, Heal to Treat Injury
 



DNW: *snip* You can also have as many or as few powers as you wish starting out; there are no power points, it's all between you and the GM.


Just like any game it's up to the GM and you want you allowed to play. In DNW you can play low power urban justice games or Justice League style, depends on how many powers you're allowed. And there are power points, you get those every level just like hitpoints. Certain powers don't use them but shooting blasts and whatnot do.
 

Waht about...

...Vigilance? I have not seen any of you mentioning this great supers d20 game. We are going to do some new PR and add a PDF page preview shortly. There is also a PDF version of this available at RPGnow as well. This is a complete d20 supers setting game that has all the elements of d20, core classes, pclasses, feats, skills, etc. IT has gotten fantastic reviews here as well so check those out.

For a link to the print product go here:
http://mysticeyegames.com/Vigilance.html
 

Whither Vigilance?

I'm surprised nobody has mentioned Vigilance yet.

If you haven't seen the PDF, it allows players to build their characters with feats and skills as well as hordes of powers, power-based skills, and combat maneuvers to create a unique and powerful supers "feel" to the games. I think its got all the goods to create a character to fit nearly any concept or type.

The book should be out in November sometime, as I understand it.

I think it will do well:)

-Reddist
 

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