Superhero D20?

Goose1009

First Post
i saw a character sheet on rpgsheets.com for a superhero D20 game. Ive been looking around, but havent been able to find anything concrete. Is this an official publication, or one of those web downloads? Anybody that can help with a link or anything will have my undying gratitude. Thanks
 
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Well, there's the Mutants & Masterminds System by Green Ronin. It's actually not D20 but it's OGL so it's close enough. I've not tried it myself but I heard good things about it (it's suppose to be a very flexible system).
 

i have no idea which game the sheet you are looking at is for, but there's quite a number of d20 supers games out on the market currently.

Mutants & Masterminds, Silver Age Sentinels d20, Vigilance, Deeds Not Words, and Four Color to Fantasy -- those are the ones i can think of off the top of my head. i wouldn't be surprised if there were more.
 


Well, mainly i was just looking for ANY superhero D20 game, looks like there are a few. Anybody have any recommendations? Which ones are better, or can they all be used pretty much? Do these books have a lot of overlap? No good comic/game shops near me, so i'll have to order online.


Thanks in advance and thanks to those who have already posted.
 

I haven't checked out Four Colors to Fantasy (which has just been "revised" to d20 Modern) but THE Superhero book so far (for d20) seems to be Mutants&Masterminds.

It has everything superheroes needs and nothing they don't need (like levels, classes, hit-points, AoOs, other dice than a d20, ...)

You might want to check out the site at http://www.mutantsandmasterminds.com
 

If you're looking for something to use in addition to the rules you already know, I suggest E.N. Publishing's own product, Four-Color to Fantasy, which is compatible both with core D&D and D20 Modern. The modern edition just went on sale at RPGNow.com, and it meshes easily with the existing rules systems, making it very flexible.

You can use it to run a superhero game, or you can use it to balance any sort of special power you give to your PCs that doesn't fit with classes (for instance, in my home game, some of the PCs have permanent magical flight because they were subjected to an aeromancer's experiments), or you can use the rules to design monsters. The key point to FCTF is that it's a toolkit; the rules are written primarily to be used for super-powered games, but they're equally well-adapted to putting them in normal fantasy games as special magic powers, or modern spy thrillers as nifty gadgets or genetic mutations.


If you want a game that's designed just to handle super heroes, specifically intended to capture the comic book pulp superhero feel, you might want to look at Mutants and Masterminds. It won an ENnie for, like, everything, and it's really a great book. But the rules are designed to be used on their own, so it requires a little finagling if you want to use them in a game outside traditional superheroes.


In my experience, and this is not intended as a slight to the authors, both Vigilance and Deeds Not Words are too clunky and specific, designed for certain types of games, and not quite a proper fit for other types. As for Silver Age Sentinels, I haven't read it, but I really don't like the cover. It's like you've got a bunch of guys standing in the way between you and the book. A bad design choice.

MnM has the best cover (highest budget), followed by FCTF (done by my ex-girlfriend and aspiring comic artist).
 


RangerWickett said:
In my experience, and this is not intended as a slight to the authors, both Vigilance and Deeds Not Words are too clunky and specific, designed for certain types of games, and not quite a proper fit for other types.

I keep reading this trying to figure out how I can read it as anything *BUT* a slight and failing.

Especially since, to the best of my knowledge, you're making that statement based on the original edition of the game, which was written 2 years ago, NOT the published version MEG, NOR the new edition recently released.

In other words, you're talking about a game you haven't read.

I am certainly up front talking about my games, but I have never tried to pimp my stuff by running down someone else's work.

Why don't you do the same?

Chuck
 
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Goose1009 said:
Well, mainly i was just looking for ANY superhero D20 game, looks like there are a few. Anybody have any recommendations? Which ones are better, or can they all be used pretty much? Do these books have a lot of overlap? No good comic/game shops near me, so i'll have to order online.
Personally, I'd go for Mutants & Masterminds. Steve Kenson (who also contributed to Silver Age Sentinel (Tri-Stat) wrote MnM to be easier to read and get into gameplay almost immediately. Don't let the thinness of the book fool you, nor the $32 price tag.

And if you got some money left and in need of a setting, Freedom City is a perfect companion to MnM. Even if you're a non-gamer there are a lot of well-known comic references in there (more like in-jokes or easter eggs) to read through. The information is rich with details and a lot of history.
 

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