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Tell me about various Supers RPG systems
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<blockquote data-quote="Silvercat Moonpaw" data-source="post: 4476950" data-attributes="member: 46652"><p>I'll help review Mutants & Masterminds (however keep in mind that I know next to nothing about superheroes outside this):</p><p></p><p>Start-Up Cost: You can get the core book, or you can get the <a href="http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr2510" target="_blank">Pocket Player's Guide</a> which contains all the rules and none of the extraneous GM stuff.</p><p></p><p>Expanded Cost: A lot of people think <a href="http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr2508e" target="_blank">Ultimate Power</a> does powers a better and cleaner than the core book. However you can do perfectly fine without it.</p><p></p><p>Style of System: Point-based, with the points spent on the categories of Abilities (like d20, but a bit less important), Skills (like d20), Feats (etc.), Combat stats (kinda of like d20, but maybe not), and Powers. Powers are such that in addition to having their own effects they cover the previous categories (i.e. things like Enhanced Str).</p><p>The system is pretty open, so if you take a little time you can deconstruct even things like feats to figure out how they work.</p><p>It has a built-in PC-balance-reckoning system in PL where certain of the mentioned categories cannot exceed a fixed number (but there is a bit of leeway, and it's not built in to the system such that you can't ignore it).</p><p>This is all character-creation, and actual play is very simple, being completely d20-based without play-slowing things like Attacks of Opportunity.</p><p>Ease of System: Point-buy is always going to be a bit more intensive than the plug-in nature of class-and-level. The biggest hurdle is in building up multi-effect powers from their components.</p><p>Range of Power: I can't say personally, but people seem satisfied with M&M to play superheroes of all types. However there some people has said that it doesn't do things much lower than street-level supers well, so playing "regular Joe against the zombie horde" might not work out. The simplicity of options in play mean that this isn't a system for hard-core tacticians or anyone else who likes hundreds of options.</p><p>Setting: None in core.</p><p>Potential: People say it can do a great range of genres owing to the fact that the system is based on what game-mechanical effects something has rather than in-game-world effects.</p></blockquote><p></p>
[QUOTE="Silvercat Moonpaw, post: 4476950, member: 46652"] I'll help review Mutants & Masterminds (however keep in mind that I know next to nothing about superheroes outside this): Start-Up Cost: You can get the core book, or you can get the [url=http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr2510]Pocket Player's Guide[/url] which contains all the rules and none of the extraneous GM stuff. Expanded Cost: A lot of people think [url=http://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr2508e]Ultimate Power[/url] does powers a better and cleaner than the core book. However you can do perfectly fine without it. Style of System: Point-based, with the points spent on the categories of Abilities (like d20, but a bit less important), Skills (like d20), Feats (etc.), Combat stats (kinda of like d20, but maybe not), and Powers. Powers are such that in addition to having their own effects they cover the previous categories (i.e. things like Enhanced Str). The system is pretty open, so if you take a little time you can deconstruct even things like feats to figure out how they work. It has a built-in PC-balance-reckoning system in PL where certain of the mentioned categories cannot exceed a fixed number (but there is a bit of leeway, and it's not built in to the system such that you can't ignore it). This is all character-creation, and actual play is very simple, being completely d20-based without play-slowing things like Attacks of Opportunity. Ease of System: Point-buy is always going to be a bit more intensive than the plug-in nature of class-and-level. The biggest hurdle is in building up multi-effect powers from their components. Range of Power: I can't say personally, but people seem satisfied with M&M to play superheroes of all types. However there some people has said that it doesn't do things much lower than street-level supers well, so playing "regular Joe against the zombie horde" might not work out. The simplicity of options in play mean that this isn't a system for hard-core tacticians or anyone else who likes hundreds of options. Setting: None in core. Potential: People say it can do a great range of genres owing to the fact that the system is based on what game-mechanical effects something has rather than in-game-world effects. [/QUOTE]
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