Superhero D20?

Teflon Billy said:
the less said about The Foundation the better. It's one of the few RPG products about which I have been entirely unable to find a good point to bring up.

The Foundation was the product almost soured me on D20 from the beginning. I can distinctly remember thinking..."Good lord! This is the kind of crap we're going to be subjected to?!?!?!"

Luckily things have improved signifigantly! :D

Though the review page that is linked to above is interesting. The five reviewers sound like a wicked SUPER TEAM...

  • RAVEN
  • WARCHILD
  • ARCHER
  • WENDIGO
  • ORION

They are...THE AWESOME FORCE (or whatever:))

ROFL!!

You know there's an anagram in those initials somewhere...

WAR OW!

Ok maybe not...
 
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BTW anyone heard of this one yet?

Comic Book Heroes

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Actually, this doesn't sound too good :(

RPGnow blurb said:
  • 6 basic classes and 6 additional starting class packages
    new skills and feats
  • 7 different superhero origins which define "archetypes" for creating your superhero
  • Simple method to convert ANY d20 character into a superhero
  • 185 super powers
  • Magic and Psionics converted into Super Powers
  • Modified combat system
  • 185 jam-packed pages
  • Super-powered devices and cybernetic enhancements
  • Complete system for creating mechanized battlesuits
  • Easy and complete methods for creating custom powers, devices and enhancements
  • Campaign world set in New York City

Off that entire list, the only thing that soudned like a good idea to me was the New York City setting.

The fact that there are seven possible origins sounds, well, not good.

The fact that they list different systems for not only "powers" , "Magic", "Psionics", "Devices", "Cybernetic Enhancements" and "Battlesuits" leads me to susepct that there is not a unified Super Powers Mechanic, but rather a mish-mash not unlike Palladium's Heroes Unlimited (bleah).

This line...

RPGnow Blurb said:
Already have a great d20 character? Turn it into a Superhero...

Makes it sound like it's a lot more geared toward compatibility with D&D than it is toward modelling the supers genre.

I'll wait for a review.
 

blackshirt5 said:
I haven't seen Freedom City or Crooks yet, but I'll agree with you on the flexibility, Billy; you could easily run almost any type of campaign using the M&M rules.

I've so bought into M&M's amazing flexibilty that when I create a D&D 3.5 PC, I whine to myself I can't buy enough feats or purchase a base defensive bonus. :)
 


Brother Shatterstone said:
Classless levels at it's finest. :cool:

Absolutely! I used to not buy into arguments for classless systems, but then I found M&M! :)

BTW - Folks in this thread might just be interested in the Freedom City PbP game listed in my sig.

Yes, BroS, I'm looking at you. ;)
 

So, I'm trying to figure out which Superhero RPG to go with. I'm interested in trying something different, and M&M sounds different enough to be a kick -- and hey, maybe I'll be thrilled by its classless stuff and the Damage Save stuff.

A couple of questions, ideally for people who've played it:

- I've heard/read that power creation is difficult/confusing/poorly worded. Agree, disagree? Would it be fair to compare it to, say, 3.0 D&D's discussion of AoOs?

- Should I buy now (or, say, around Christmas) or wait for another printing with errata fixed? Is another printing coming up?

- How do they handle ordinaries (vaguely, without giving me specifics), nonheroic ordinary folks? Do they just have low-power builds?

- Is combat fast? Can you do combat without minis? Is combat fun and inventive? I mean, D&D combat is fun, but highly tactical, and it's increasingly tough (though not impossible) to handle sans miniatures. And at high levels, D&D combat is almost never fast, unless your team has been planning for an entire week in order to destroy the balor they met right at your cliffhanger ending in less than three rounds of combat.

It's already on my Amazon wishlist, so my default option is to just leave it there and delicately suggest it to people who ask me what I want for Christmas. This is a good chance to warn me off if you think it's a horrible idea because of things that I asked about above. :)

Thanks!
 

Teflon Billy said:
The fact that they list different systems for not only "powers" , "Magic", "Psionics", "Devices", "Cybernetic Enhancements" and "Battlesuits" leads me to susepct that there is not a unified Super Powers Mechanic, but rather a mish-mash not unlike Palladium's Heroes Unlimited (bleah).

To be fair, that isn't entirely bad, especially if it's based on a d20 game which already has a system for at least some of the above.

In the d20 superheroes game I'm working on (for play, not publish), I'm using the 4C2F superpowers rules with d20 Modern's FX, and my powered armor rules are a suit of armor I made up, with its own proficiency feat, using 4C2F to provide things like flight, energy cannons, and more armor.

It seems to me that using already-extant rules to support your new material makes it easier to incorporate your rules into a game.
 

Teflon Billy said:
If I am ranking Supers Games, it goes a little something like this...

  1. Mutants and Masterminds
  2. HERO System
  3. Vigilance
  4. Villains and Vigilantes
  5. Silver Age Sentinels
  6. Paragon
  7. Silver Age Sentinels D20

Not on list because I haven't played them: Deeds Not Words, Four Color to Fantasy, Golden Heroes.
Also missing is Marvel Universe

My currently favorite list would look like this:
  1. HERO System (Can't beat the classic)
  2. Marvel Universe (strange that such a simple system works)
  3. Mutants and Masterminds (but that could change once I get the hang of the system)
No other superhero systems come to mind as working...
 

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