Superhero RPGS


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Were this a vote, I would go with the marvel comics line, and would go with adventures that were geared for X-men, Hulk, Spiderman. I played DC a few times and once we found the 'marvel' system it all seemed to make so much more sense and was easier to run and funner to play.
 

I'm a big Villains & Vigilantes fan myself, as well as being a comic fan/collector for decades... I loved that system... <sniff> and I miss it terribly... always hated Champions...
 

Since I want a relatively simple, but elegant system HERO seems to be right out. Mutants & Masterminds and perhaps Vigilance sound more like the system I'm looking for.

Vigilance is based on d20 so rules modifications for different types of comic genres (if needed) should be relatively easy. M&M seems to cover the Gold & Silver Age really well, but could have problems with a grim'n gritty setting because of their damage save system. Could somebody please tell me if there are optional rules in M&M to modify the "deadliness" or how hard it is to come up with some modifications yourself?

To better compare the two systems abilities to recreate a famous comic hero could somebody please be so kind and create the following hero (with either Vigilance or M&M, would be nice to have one stat block of each):

Wolverine
Powers:
- Regeneration
- Nearly indestructible metal skeleton
- Metal Claws
- Scent
(hope I didn't forget anything else)

Chris
*hopes he doesn't ask too much*
[edit: forgot scent]
 
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tetsujin28 said:
It also doesn't really duplicate comics -- it duplicates Hero's weird version of comics.


It's a game, not a comic book.
A lot of things that work in a comic book, don't work in a role-playing game. Champions has a section discussing this.

Geoff.
 

I too must 'vote' for the Hero system. I also tend to chuckle every time I hear that age-old gripe of "It's too hard to learn, it doesn't play fast enough." I'll admit it took a bit of getting used to (ie: Using d6's for everything) but I believe it's just a matter of what you get used to.

I haven't seen any other system that gives a better 'feel' for comic-type actions such as picking up a car and smashing your opponent, not to mention the Knockback rules. It's so satisfing, as a 'Brick' (ie: Hulk/Thing), to wind up a massive punch and knocking the villian into next week. Or maybe just through an entire city block, buildings and all ;)

The rules seem to cover everything, from low-power 'agents' (James Bond) to Cosmic-level creatures (Galactus). You can build Vehicles, bases, and even have an 'army' of your very own agents (call them agents or 'fans', up to you).

It's the first game I found that put Character Concept first. As I've told players before; "Think up what you want for a character first."

Hatchling Dragon
 
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EntropyDecay said:
Vigilance is based on d20 so rules modifications for different types of comic genres (if needed) should be relatively easy. M&M seems to cover the Gold & Silver Age really well, but could have problems with a grim'n gritty setting because of their damage save system. Could somebody please tell me if there are optional rules in M&M to modify the "deadliness" or how hard it is to come up with some modifications yourself?

Of course there are. "Grim and Gritty" is mainly a style concept, as you can use the standard rules for Grim combat quite well, by emphasizing Lethal damage. There are optional rules, such as having Super-Strength strikes do Lethal damage as a default, and having lethal attacks be the norm, which up the lethality of the setting.

There are also damage options such as Massive Damage, Impairment and even optional Hit Point rules, that can be used to make any M&M game more grim and gritty.

I have to admit, ever since I found Mutants and Masterminds, I haven't even looked back at Champions or Hero...
 

I actually reccomend Feng Shui. It's not d20 system, but it's probably the best system possible for running action of any sort. While I still play DnD, I've switched all the games I GM (Star Wars, Modern, and Fantasy games) over to Feng Shui's system.

However, one problem with FS is that it's completely broken and no part of the system is balanced against any other part. But that usually doesn't get in the way, as character A that chose every weak option will be 97% badass, and character B that's completely twinked out will just be like 98% badass.

I mean, the game has a special ability called Carnival of Carnage. How can you not love that!?
 

Tempuswolf said:
Hero System Fifth Edition is the best superhero role-playing system to play a character of your design and the best to run of campaign of your design. It's not as user friendly as some other supers RPGs because with the freedom to make what you want comes the responsibility (some say burden) of making what you want as well. The learning curve is steep but the rewards are great. Since it has been around longer than any other super RPG, the power and skill systems are complete and span all of character space. The combat system captures the panel-to-panel feel of superhero combat.

The genre book dealing specifically with supers, Champions, has guidelines for setting up a supers campaign comparing the different comic book ages. You may find the info contained therein helpful even if you decide to go with another system.

Ditto!
Hero System, IMO, is the best super-hero system out there and the 5th Edition has really made it easier for new players to play.

Originally posted by tetsujin28 I would never recommend Hero as a game to someone who's never played a supers game. I've been playing it since it came out (that's 22 years), and it has a very steep learning curve. It also doesn't really duplicate comics -- it duplicates Hero's weird version of comics.

I learned Hero back when it was first released and the only thing I found complicated was grasping the concept of the point buy system. Once you determine the max point total and "active point" max you've pretty much solved one of the major stumbling blocks for new players.

Character concept and motivation are the two most important things a player should have when creating a character for just about any supers game.

~D
 

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