Recipe for a superhero D20

Devall2000

First Post
I saw Monte Cooke's interview on www.d20reviews.com, and it got me thinking about a superhero d20.

I've only played the percenile based Marvel Super Heroes game as far as super Hero RPG's go, so it will serve as my basis for a superheo d20.

In order to make a Superhero D20, I think you need to add 2 more abilitiy scores, and here's why: Strength, by itself, should not indicate both how well you fight and how strong you are/how much of a damage bonus you get. Just because the Hulk can press 100 tons, does not mean he's the ultimate fighter. They're needs to be an ability score to show your fighting prowess.

Dexterity should not cover both your ability to shoot something and your reflexes. An Olympic gymnist has a high dexterity. It doesn't mean that he is good with a rifle. I think the world of comics makes it necessary to have to more ability scores. I would call the 2 scores fighting and reflexes.

The main problem with making a D20, to me, seems to be quantifying the heroes' extraordinary abilities and powers. In the Marvel Universe, I'd say that an ability score of 18 is the equivalet of the maximum human potential prior to the ability score increases a PC gets every 4 levels. Going from that model, how do you quantify the Incredible Hulk? I don't know exactly where to go from there. The Hulk's strength isn't a reflection of his size. Based on the fact that the Hulk can pess 100 tons, what would be an appropriate Str. score for him? This sort of question can be applied to other abilities.

These are just my first thoughts about a superhero D20. I'll have to think about how many classes there should be or if there should only be one class (superhero). Superhero powers are also another consideration. Also, how a heroes level of power ties in with his superhero level is also a consideration.

that's all for now. What do you all think?
-Jamie
 

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I've got the flu so my brain is racing along at a high RPM but in neutral.

I think it's Eric Metcalf who has a d20 superhero game. Do a search for it and you should find it. There's a good chance that name is completely wrong.

----Feverish Greg
 

You're opening a big, messy can of worms there...

Most of the successful Superhero RPGs (Champions, DC Heroes and Marvel SuperHeroes (the original, not the SAGA version), were designed from the ground up to deal with the superhero scale. Historically, it has proven difficult to adapt an existing system to the super-hero mold (SuperWorld, Heroes Unlimited and GURPS Supers are but a few example of failed attempts, in my view).

The only thing I can say about doing a Supers d20 game would be to leave the stats alone. Sure the Hulk might be super strong, but that does not mean that he has to have a Strenght of 50. To make this kind of thing work, I think you would be better off following Abberant or BESM's example and making super statistics a separate power/game-mechanic.

Perhaps you could have classes based on the various comic book tropes (brick, energy-projector, mentalist, martial-artist, mage, gadgetteer, etc). Then give each class access to various super-feats as they progress in levels. For example; an energy projector could get an extra die of damage every other level and a power stunt (bouncing the beam, autofire, spread the beam, etc) every third or fourth level.

I'm just tossing out random thoughts here. I think it could be done, but I don't think it would be easy...
 

Green Ronin has a d20 Supers game coming out later this year. I'm sure it'll be excellent!

And, a certain Fiery company is releasing a d20 Superhero setting (with supers rules) that will work off a "modern d20" system being developed by a rather large publisher.

- Fiery James
 


First note that D&D Strength scores are now geometric in nature. Every +5 to Str doubles carrying capacity. Since a STR 10 D&D person can lift 100 pounds over his head, the Hulk's 100 ton total would be 10 + (5 x log(base 2) 2000), which comes out about 65. I agree a +27 attack bonus would be inappropriate for the Hulk, though +27 damage sounds about right.

As my first "quick fix", assume all attack bonuses are based on Dexterity even if it's melee. The Hulk would have a good attack bonus, but more because of his "level" than his DEX. Note that this combination might explain why Spiderman does so well (lifting 10 tons is still STR 48 or so, and his DEX is obviously at least in the 30's).

Now, handling (1) attribute generation, (2) super power generation, (3) damage mechanism (for once it needs to be MORE generous than the D&D model!), (4) scaling power by level, and (5) "races" and classes, is left as an exercise to the reader (a term I got heartily sick of in graduate school textbooks!).
 

Don't forget our own Morrus and RW. Natural D20 Press has its supers book coming out shortly. From what I've seen it is an excellent balance between using the mechanics of the system effectively and yet not being ubersilly.
 

As my first "quick fix", assume all attack bonuses are based on Dexterity even if it's melee.

That works out well if you're using the concept that Armor or Natural Armor provide a DR effect instead of bonuses to AC, as well...

If you've got someone with stacks of Dodge, Luck, and Deflection bonuses, you need a high Dex to hit them. If you've got someone wearing Full Plate, it's easy to lay a hand on them... but you need a high Strength to hurt them...

-Hyp.
 


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