SuperHero RPG's

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SuperHero RPG's

Postby Lydor » Sat Mar 06, 2010 5:39 pm

SO my tabletop group asked me to run a Superhero game, i went out and got Mutants and Masterminds 2.0 and ran it

they dispised it,

is there any other SHRPG's that are still in print that are fun?
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Re: SuperHero RPG's

Postby Aprilsrain » Sat Mar 06, 2010 8:15 pm

I played a DC Universe one awhile back which was alright, it was just a generic D20 thing though.
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Re: SuperHero RPG's

Postby Worldwalker » Sat Mar 06, 2010 8:59 pm

Heroes Unlimited.
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Re: SuperHero RPG's

Postby Exrandu » Sun Mar 07, 2010 1:54 am

Champions, HERO, Spirit of the Century, Godsend Agenda, Wild Talents... there's another awesome one I can't remember.
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Re: SuperHero RPG's

Postby Euphoric_Goth » Sun Mar 07, 2010 7:58 am

Aberrant has an awesome setting and a very modular/generic power system that can be used to make pretty much whatever you want. The mechanics suffers slightly from basically being Storyteller System 1,5 though (Exalted and Exalted 2nd Ed being Storytelling System 1,6-1,9). IMO, they're better than the oWoD rules, but not as streamlined as nWoD.

Out of print, I believe, but available at DriveThruRPG.
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Re: SuperHero RPG's

Postby Wolfpact » Mon Mar 08, 2010 3:17 pm

Also Savage Worlds, with either its NEcessary Evil plotbook or (I believe its been released) the Superpowers Companion.
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Re: SuperHero RPG's

Postby OctoberRaven » Tue Mar 16, 2010 1:57 am

Champions (which uses HERO System, which is the most complicated tabletop system ever devised but MAN it's fun once you learn it) is the only answer when it comes to superhero gaming.
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Re: SuperHero RPG's

Postby Shroud » Tue Mar 16, 2010 6:40 pm

I've thought that M&M was one of the best systems out there. It's as diverse as champions but without the need of a sliderule to make a character. If you're looking for simple though.....try the old Marvel game or Brave New World. Both can be found as PDF's here and there.
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Re: SuperHero RPG's

Postby Euphoric_Goth » Tue Mar 16, 2010 6:43 pm

Shroud wrote:I've thought that M&M was one of the best systems out there. It's as diverse as champions but without the need of a sliderule to make a character. If you're looking for simple though.....try the old Marvel game or Brave New World. Both can be found as PDF's here and there.


The new Marvel Game is pretty neat too.
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Re: SuperHero RPG's

Postby Lydor » Wed Mar 17, 2010 4:15 am

see, my group felt that M&M was both to powerful and too limiting. the complicated is one thing, but we started at PL 10, so max damage bonus was ten, same with attack def saving DC etc... and it is possible i misread some of the material. they loved the diversity of the character creation, but didnt like the saving throw hit points system(one example being we had a powersuit player who traded five points of defence so he could increase his toughness save...got protection 15 with impervious, so anything with a 15 damage bonus couldnt touch him, is this right? he was pretty much invincable unless the dm used a moster, in this case a giant robot, that had a damage bonus high enough to bypass his touchness save, which promptly took him out in one hit. is the whole game like this? or did i missread some rules?)


in any case, thanks so much guys! i didnt even know some of these games exhisted! Champions sounds awesome, and i went out an bought teh marvel game (just to make sure i have the right one, its the one that uses no dice and instead these red and white stones?)
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Re: SuperHero RPG's

Postby Wolfpact » Wed Mar 17, 2010 4:04 pm

..I've not played in a while but I'm an M&M fanboy, and was once known as something of a rules wizard, so...


..Mister 15 Impervious can be laid out by someone who's using a Alternate-Save effect targeting Will or Reflex (Fortitude on a Tank will likely be high). Or simply add Piercing/Pentrating as an extra.. then the attack will ingore 10 levels of Impervious, so its stil la +5 attack.. also combined attacks... Defenses are more costly than a smooth offensive suite. Even if he manages to keep a +5 impervious effect, 20% of hits will be enough to inflict a Bruised or Injured (or both), meaning that the next hit is 25% likely to inflict another.. then the next 30% until, even if its a grueling fight, mister "I'm Invincible" will eventually run out of Toughness save bonus due to building penalties and then the whammy will take him out. Or have someone disable him and let said Penetrator combine All-Out Attack and Power Attack to add +5 more damage to that to improve chances of that final, finishing strike.

The game is a lot deeper than on a mechanical level than it's immediately obvious.
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