Superhero RPGS

If I'm going to play in or run a Superhero RPG ... it's going to be with the Hero system.

In my opinion, it's just the best.

Cedric
 

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I've never liked Champions/Hero -- what does it offer that M&M doesn't, and in a much more convoluted way to boot? Flexibility was mentioned, but it'd be hard pressed to be more flexible than M&M (haven't looked at a recent edition of Hero, though, to be honest.) M&M has the advantages that the system is familiar, you can do anything with it, and the play is very fast and streamlined while still being tactically interesting. M&M is an example of really good game design.

Big Eyes, Small Mouth is also a pretty good supers game, although originally intended for anime. Anime and supers have a lot of the same conventions, though -- its the style and the stories that differ more than anything else.
 

M&M has the advantages that the system is familiar

Heh, that goes both ways. I've played about 20 times more Hero (in various incarnations) then I have d20.

I'm honestly not familiar with M&M, I've never bothered reading it. Hero offers everything I would ever want in a Superhero RPG, so I don't find the need to read or purchase others. I would imagine there are tons of people who feel this way about their system of choice though.

If asked what Hero's biggest plus is though...I'd definitely say it's flexibility. You can do "almost" anything in the system...but more importantly, there are often as few as two and as many as seven different ways of doing something.

A game offering 'X' power is fine. A game offering 5 different ways of having 'X' power is great.

Cedric
 

Maybe someone familiar with M&M has a comparison for how you would do this in that game...

But as an example, Batman has that ability where you are sitting there talking to him, then you look away a second and he's gone suddenly.

Now sure, just seems like 'flavor' right? But hey, in Hero that would be:

Teleport - 10 inches. Only to somewhere you could normally get too (-1/2), only while no one is looking (-1/2).

One second you are talking to the guy...then the next second, *poof* ...he's gone.

Cedric
 

Cedric said:
Maybe someone familiar with M&M has a comparison for how you would do this in that game...

But as an example, Batman has that ability where you are sitting there talking to him, then you look away a second and he's gone suddenly.

Now sure, just seems like 'flavor' right? But hey, in Hero that would be:

Teleport - 10 inches. Only to somewhere you could normally get too (-1/2), only while no one is looking (-1/2).

One second you are talking to the guy...then the next second, *poof* ...he's gone.

Cedric

That's all well and good, but what's the point of having stats for it? Sure, disappearing when someone turns away is a neat trick but do you *really* need mechanics for it? I tend to run my M&M game fast and loose, and I like to think in terms of what the characters are capable of rather than "Well, he has 15 ranks of Move Silently..." Therefore, if I know a particular character is really sneaky and athletic, I'd just let him do that without the need for rules.
 

EntropyDecay said:
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)

Yeah, grim and gritty is certainly doable in M&M. GR include a lot of optional rules to help play different genres.

As for a M&M version of Wolverine, check out http://www.valdier.com/roleplaying/MnM/Character_sheets/X-Men/Wolverine.html It looks pretty good.
 

That's all well and good, but what's the point of having stats for it? Sure, disappearing when someone turns away is a neat trick but do you *really* need mechanics for it? I tend to run my M&M game fast and loose, and I like to think in terms of what the characters are capable of rather than "Well, he has 15 ranks of Move Silently..." Therefore, if I know a particular character is really sneaky and athletic, I'd just let him do that without the need for rules.

Is the something you need rules for? Well, that's all up to you. Sneaking away with stealth is something someone can see through...and no one ever saw Batman when he wanted to "disappear" while they were talking to him.

It's all a matter of how true you want to be to the character you are creating. If you really want this to be something the character can do...even though it's mostly just for flavor, in Hero you can come up with rules for it, mainly because you can come up with rules for almost anything in Hero.

Cedric
 

What if I wanted to have a cloak, like the Shadow had?

That would be +4 points of defensive combat levels, Ablative on an Obvious, Inaccessible Focus.

Everytime the attacker misses him by less then four, the cloak is damage and it "ablates" meaning it doesn't protect as well in the future and you have to roll to see if you still get the DCV bonus from it.

You could also throw in a +3 to his stealth on that focus too...along with dozens of other things if you wanted too.

Cedric
 

Cedric said:
What if I wanted to have a cloak, like the Shadow had?

That would be +4 points of defensive combat levels, Ablative on an Obvious, Inaccessible Focus.

Everytime the attacker misses him by less then four, the cloak is damage and it "ablates" meaning it doesn't protect as well in the future and you have to roll to see if you still get the DCV bonus from it.

You could also throw in a +3 to his stealth on that focus too...along with dozens of other things if you wanted too.

Cedric

In M&M terms that'd be a Protection power with the Device and Ablative flaws and any Extras (Invisibility, Obscure, Super Skill:Hide) that most accurately represented that stealth bonus.
 


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