Hello all, I thought I would through my few cents out here and invite others to do the same. I had been waiting for M&M to come out believing that it was going to be the best. But I couldn't wait. I ended up getting FCTF and SAS while waiting. So now I have all four of these and know many are wondering... what is best. It was always my intention to pick the best and run with it. Well, I can't. And here is why. They are all great... in completely different ways. I am hoping that by breaking down each of them briefly, people can find the one that suits theri tastes and usage.
Lets start with the latest and work our way back.
Mutants and Masterminds (Green Ronin)
Advantages: Streamlined D20 to make a fast play exiting system that mimics comics in flair and feel. Unique simpified combat eliminates serious recod keeping, while maintaining super flexibility. This is the Superhero game my wife would like to play. She hates all of the details and wants only just enough system to play. This suits players like her perfectly. Plus the art really gelled with me (personal taste). It is fast, furious, and elegant. At first I thought the book was too thin, but after a closer look, virtually everything that I needed was there ina nice simple elegant way that is has such a great feel.
Disadvantages: The new combat system sacrifices some compatibility with D20. I think it is great, but for D20 purists, they might take issue. It should be noted, for those who fear this that they include complete rules for using standard HPs and rules. And the book is pretty thin, leaving out things like wealth rules, etc. Not much negative to say really. These are nitpicky.
Silver Age Sentinels ( Guardians of Order )
Advantages: The devil is in the details,a nd this book is filled with them. Contains many new innovations on D20. A lot of these things are just simple things that make D20 work better, or flow smoothely, or downright make more sense than even D20 Modern mechanics. Lots of powers that are very open and flexible. Compared to M&M, this is very detail oriented. Lots of very exact powers that are flexible adaptable and very balanced. Lottsa rules, rules for everything. Filled with goodies. If you are looking for a very detailed hero game that you can crunch and get super flexibility, this is for you - plus some unique D20 innovations that just may end up house rules in other D20 settings you have. Plus some of the best GMing advice for ANY game I have read.
Disadvantages: About a third of the book is Campaign and and adventure. If you are not going to use it it is a waste of space (still good as a guideline IMHO). IT doesn't uses standard D20 skills, which is a little odd, IMO. Not that there isn't anything wrong with that, but it may be a turn off. Serveral base mechanics are a little different. No BAB, instead we get skill based combat. Personally I really like it, but some might feel the deviation is to much. Finally the book is B&W, which is a alright except the privce tag is hefty. The art also didn't gel with me, but that is personal taste.
Four Colors to Fantasy (Natural 20 Press)
Advantages: This is really great because its strength lies not in being a standalone D20 superhero platform. Rather it is so D20 compliant and compatible that you could take the mechanics and fit them over almost all D20 products. Neither SAS or M&M can say that. There are also some neat small innovations. Finally a great price! Plus a new Powers book is around the corner.
Dsiadvantages: Well it included a mini campaign that was just not going to be used by me. I would have much rather swapped that with more powers.
Godlike ( Hobgoblynn Press )
Advantages: I wanted to include this because it was the first I looked at, and while not all inclusive, it is a pretty slick little system, plus it is free. If you need a quick system that is intuitive, fast and easy, then go to the Godlike website and download the OGC document.
Disadvantages: It almost seems an afterthought to Godlike - to make some sales. Don't really expect any support, ever. Still it is quaint and worth mentioning.
Well, thats all. I would love to hear what others think of these great tools, because they are all great - One in all. I am afraid that you can't go really wrong with any of them, just make sure you get the one that really fits what you want to do. In my case, I think they are all great. So I am back to square one. What shoud I use?
8)
Razuur
Lets start with the latest and work our way back.
Mutants and Masterminds (Green Ronin)
Advantages: Streamlined D20 to make a fast play exiting system that mimics comics in flair and feel. Unique simpified combat eliminates serious recod keeping, while maintaining super flexibility. This is the Superhero game my wife would like to play. She hates all of the details and wants only just enough system to play. This suits players like her perfectly. Plus the art really gelled with me (personal taste). It is fast, furious, and elegant. At first I thought the book was too thin, but after a closer look, virtually everything that I needed was there ina nice simple elegant way that is has such a great feel.
Disadvantages: The new combat system sacrifices some compatibility with D20. I think it is great, but for D20 purists, they might take issue. It should be noted, for those who fear this that they include complete rules for using standard HPs and rules. And the book is pretty thin, leaving out things like wealth rules, etc. Not much negative to say really. These are nitpicky.
Silver Age Sentinels ( Guardians of Order )
Advantages: The devil is in the details,a nd this book is filled with them. Contains many new innovations on D20. A lot of these things are just simple things that make D20 work better, or flow smoothely, or downright make more sense than even D20 Modern mechanics. Lots of powers that are very open and flexible. Compared to M&M, this is very detail oriented. Lots of very exact powers that are flexible adaptable and very balanced. Lottsa rules, rules for everything. Filled with goodies. If you are looking for a very detailed hero game that you can crunch and get super flexibility, this is for you - plus some unique D20 innovations that just may end up house rules in other D20 settings you have. Plus some of the best GMing advice for ANY game I have read.
Disadvantages: About a third of the book is Campaign and and adventure. If you are not going to use it it is a waste of space (still good as a guideline IMHO). IT doesn't uses standard D20 skills, which is a little odd, IMO. Not that there isn't anything wrong with that, but it may be a turn off. Serveral base mechanics are a little different. No BAB, instead we get skill based combat. Personally I really like it, but some might feel the deviation is to much. Finally the book is B&W, which is a alright except the privce tag is hefty. The art also didn't gel with me, but that is personal taste.
Four Colors to Fantasy (Natural 20 Press)
Advantages: This is really great because its strength lies not in being a standalone D20 superhero platform. Rather it is so D20 compliant and compatible that you could take the mechanics and fit them over almost all D20 products. Neither SAS or M&M can say that. There are also some neat small innovations. Finally a great price! Plus a new Powers book is around the corner.
Dsiadvantages: Well it included a mini campaign that was just not going to be used by me. I would have much rather swapped that with more powers.
Godlike ( Hobgoblynn Press )
Advantages: I wanted to include this because it was the first I looked at, and while not all inclusive, it is a pretty slick little system, plus it is free. If you need a quick system that is intuitive, fast and easy, then go to the Godlike website and download the OGC document.
Disadvantages: It almost seems an afterthought to Godlike - to make some sales. Don't really expect any support, ever. Still it is quaint and worth mentioning.
Well, thats all. I would love to hear what others think of these great tools, because they are all great - One in all. I am afraid that you can't go really wrong with any of them, just make sure you get the one that really fits what you want to do. In my case, I think they are all great. So I am back to square one. What shoud I use?
8)
Razuur
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