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Looking For New Superhero RPG

Started by TheTechnomancer, February 20, 2022, 01:25:53 PM

Previous topic - Next topic

RebelSky

Quote from: AtomicPope on February 21, 2022, 06:36:58 PM
Quote from: RebelSky on February 21, 2022, 06:20:06 PM
Silver Age Sentinels, Ascendant, and Gurps with Supers can also do this pretty easily as well. Along with Mutants and Masterminds its a solid group of pretty good point character build rpgs.
I've played a lot of GURPS, and I don't recommend it for anything.  I've played way too much GURPS and it's always lacking.  I haven't played Silver Age Sentinels in ages and I've never played Ascendant.

To be honest, I completely forgot about Aberrant.  That's not a bad system for super hero games.  Aberrant provides a good scheme for superhero archetypes.  The powers are easy to use.

I totally forgot about Aberrant. Are you talking about the original or the new one that uses the Trinity Continuum Storypath rules? Either way, the setting of Aberrant is fantastic. Easily one of the better rpg settings to steal from if you need some cool power ideas for characters regardless of what game you're playing.

S'mon

Quote from: RandyB on February 21, 2022, 07:11:42 PM
Quote from: S'mon on February 21, 2022, 07:10:37 PM
Quote from: amacris on February 20, 2022, 09:27:26 PM
You should give ASCENDANT a try. A fair number of people from the Champions community are enjoying it.
https://www.drivethrurpg.com/product/350750/Ascendant?src=hottest

It's definitely the new hotness on drivethru. Maybe Alex Macris the author/publisher will stop by to say if it is a good fit the for the OP.

He just did.

Ah right, missed #511  :-[ ;D

jhkim

I just tried out Prowlers & Paragons this weekend at DunDraCon, playing a game run by author Sean Patrick Fannon.

QuoteEvolved from 2013's beloved Prowlers & Paragons game (found on several Top Ten lists of supers games), Prowlers & Paragons Ultimate Edition is Len Pimentel's (Hughesville High, TNT, Six-Gun Fury) masterwork, with extensive design support from Sean Patrick Fannon (Freedom Squadron, Savage Rifts, High Tech Enemies, The Mutant File). The two of them love superhero gaming, and you will love what they've done with this system.

https://www.drivethrurpg.com/product/346742/Prowlers--Paragons-Ultimate-Edition

I didn't end up buying it, but it might be to some other people's tastes. It leans towards the story-centric mechanics of games like FATE or Powered-by-the-Apocalypse, but with some more crunch in powers.


I find the personally, I prefer more one side or the other rather than a medium. I also played "Masks: A New Generation" at DunDraCon which is PbtA and is now one of my favorite PbtA games.

https://magpiegames.com/pages/masks

On the crunchier side, I think I prefer Champions or Savage Worlds (though I've never used Savage Worlds for supers).

AtomicPope

Quote from: RebelSky on February 22, 2022, 12:23:22 AM
Quote from: AtomicPope on February 21, 2022, 06:36:58 PM
Quote from: RebelSky on February 21, 2022, 06:20:06 PM
Silver Age Sentinels, Ascendant, and Gurps with Supers can also do this pretty easily as well. Along with Mutants and Masterminds its a solid group of pretty good point character build rpgs.
I've played a lot of GURPS, and I don't recommend it for anything.  I've played way too much GURPS and it's always lacking.  I haven't played Silver Age Sentinels in ages and I've never played Ascendant.

To be honest, I completely forgot about Aberrant.  That's not a bad system for super hero games.  Aberrant provides a good scheme for superhero archetypes.  The powers are easy to use.

I totally forgot about Aberrant. Are you talking about the original or the new one that uses the Trinity Continuum Storypath rules? Either way, the setting of Aberrant is fantastic. Easily one of the better rpg settings to steal from if you need some cool power ideas for characters regardless of what game you're playing.

The original one from White Wolf.  At the time we were coming off of a Werewolf the Apocalypse game so it was natural to try something from the same company.  It was similar but different.  Thinking back I'd probably avoid it as there are better systems.  A while back we played Brave New World after seeing The Watchmen in theaters.  The DM had a similar campaign where everyone was fairly "normal" but powerful.  There were only a few actual Super Heroes, and we weren't them.  It was a lot of fun, and a lot more flexible than Aberrant.

TheTechnomancer

A problem I see with find another super hero rpg is that when I go to convert my characters to that system it will need to be able to convert most of my skills that my Champions characters have.  I have notice that I might not be able to convert my Champions characters to Mutants and Mastermind due to the fact that most of their skills might not covert well to Mutants and Masterminds.

GeekyBugle

Quote from: TheTechnomancer on February 23, 2022, 01:14:17 PM
A problem I see with find another super hero rpg is that when I go to convert my characters to that system it will need to be able to convert most of my skills that my Champions characters have.  I have notice that I might not be able to convert my Champions characters to Mutants and Mastermind due to the fact that most of their skills might not covert well to Mutants and Masterminds.

Let me see if I got this : You want an RPG that's not Champions but that is Champions. Is that it?

Champions is different enough that I doubt you will find an RPG that can use your already existent characters as is. Maybe GURPS?
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

jhkim

Quote from: AtomicPope on February 23, 2022, 07:36:18 AM
Quote from: RebelSky on February 22, 2022, 12:23:22 AM
I totally forgot about Aberrant. Are you talking about the original or the new one that uses the Trinity Continuum Storypath rules? Either way, the setting of Aberrant is fantastic. Easily one of the better rpg settings to steal from if you need some cool power ideas for characters regardless of what game you're playing.

The original one from White Wolf.  At the time we were coming off of a Werewolf the Apocalypse game so it was natural to try something from the same company.  It was similar but different.  Thinking back I'd probably avoid it as there are better systems.  A while back we played Brave New World after seeing The Watchmen in theaters.  The DM had a similar campaign where everyone was fairly "normal" but powerful.  There were only a few actual Super Heroes, and we weren't them.  It was a lot of fun, and a lot more flexible than Aberrant.

Yeah, the original Aberrant had some intriguing ideas, but it was terrible in execution. The most striking to me was how they failed to excise the Champions text. There were several powers that were renamed from Champions - but they didn't track down all the references, so the other text still refers to the "Growth", "Clinging", "Life Support", and "Psychic Link" powers. Those are all names of Champions powers, but they don't exist in Aberrant - which instead has "Sizemorph: Grow", "Adhesive Grip", and "Adaptability".

rgalex

Quote from: TheTechnomancer on February 23, 2022, 01:14:17 PM
A problem I see with find another super hero rpg is that when I go to convert my characters to that system it will need to be able to convert most of my skills that my Champions characters have.  I have notice that I might not be able to convert my Champions characters to Mutants and Mastermind due to the fact that most of their skills might not covert well to Mutants and Masterminds.

Could you give us an example or two of things you think may not convert well?

I've had players claim they couldn't convert something but it was because they got stuck thinking in the original system's terms/rules and not the new system they were converting to.

TheTechnomancer

A lot of my characters have a good amount of points used towards skills in Champions and I am not sure how will convert well to another system.  I have a gadgeteer who has one hundred and eleven points in spent on skills with with fourteen skills being science skills.

Another one would be the fact that some of my characters in Champions have a good amount of points spent on life support powers. 

I am also worried about how my characters in Champions who know a Martial Arts or two will convert to another systems.

Chris24601

Quote from: TheTechnomancer on February 23, 2022, 03:05:35 PM
A lot of my characters have a good amount of points used towards skills in Champions and I am not sure how will convert well to another system.  I have a gadgeteer who has one hundred and eleven points in spent on skills with with fourteen skills being science skills.

Another one would be the fact that some of my characters in Champions have a good amount of points spent on life support powers. 

I am also worried about how my characters in Champions who know a Martial Arts or two will convert to another systems.
In Mutants & Masterminds, life support is under immunity and science would be various specializations of the Expertise or Profession skill (basically a "build your own skill" for categories the basic skill list doesn't cover.

Similarly, Martial Arts techniques fall under either feats or are special effects for powers (like Champions, M&M is an entirely effects-based system... you build the mechanics and then wrap special effects around them).

M&M is about as close as you're going to get to Champions... right down to how you build the powers with equivalents to Champion's multipliers and dividers (though M&M calculates them slightly differently).

RebelSky

#25
I still say Gurps 4e with the Supers and Martial Arts sourcebooks would be the way to go if the goal is to have as much freedom of customization possible.

The one other game system I don't think mentioned yet that has some pretty cool options is Heroes Unlimited. To get the full martial arts options then the book Ninja's and Superspies would also be needed. It's definitely old school in its design approach, but you'll get characters from the options of this game like you wouldn't get anywhere else. Especially if the Powers Unlimited books are used. This game will give you some very cool character ideas.

As for Mutants and Masterminds goes, I think it's important to say that this is a d20 system derived game. It uses the standard d20 Stats (3e does switch this up a little), uses Feats, uses Power Level as a metric of game balance and keeping the party within the same power grouping, does use the standard d20 model of how skills work, etc. If the OP likes the d20 system, than Mutants and Masterminds is a pretty good option. I'd suggest Deeds, Not Words for a different d20 supers rpg, but that one is out of print.

AtomicPope

Quote from: RebelSky on February 24, 2022, 12:27:06 AM
I still say Gurps 4e with the Supers and Martial Arts sourcebooks would be the way to go if the goal is to have as much freedom of customization possible.

The one other game system I don't think mentioned yet that has some pretty cool options is Heroes Unlimited. To get the full martial arts options then the book Ninja's and Superspies would also be needed. It's definitely old school in its design approach, but you'll get characters from the options of this game like you wouldn't get anywhere else. Especially if the Powers Unlimited books are used. This game will give you some very cool character ideas.

As for Mutants and Masterminds goes, I think it's important to say that this is a d20 system derived game. It uses the standard d20 Stats (3e does switch this up a little), uses Feats, uses Power Level as a metric of game balance and keeping the party within the same power grouping, does use the standard d20 model of how skills work, etc. If the OP likes the d20 system, than Mutants and Masterminds is a pretty good option. I'd suggest Deeds, Not Words for a different d20 supers rpg, but that one is out of print.

Lots of great memories there.  I will say this: do NOT allow someone to play an "Ancient Master" using the Dark Chi powers in Ninjas and Superspies.  You'll end up with thousands of Chi points and Dim Mak at level 1.  It's ridiculous.

Rob Necronomicon

G-Core X is based of the old Marvel system with tweaks. It's actually really good.
Attack-minded and dangerously so - W.E. Fairbairn.
youtube shit:www.youtube.com/channel/UCt1l7oq7EmlfLT6UEG8MLeg

RebelSky

Quote from: Rob Necronomicon on February 24, 2022, 09:14:07 AM
G-Core X is based of the old Marvel system with tweaks. It's actually really good.

It's solid except the art is atrocious. The adaptations to the old Marvel system are pretty decent and if TSR Marvel ever had a 2nd edition, this would be a book to look at for the foundation of that theoretical 2nd edition.

RebelSky

Quote from: AtomicPope on February 24, 2022, 01:57:59 AM
Quote from: RebelSky on February 24, 2022, 12:27:06 AM
I still say Gurps 4e with the Supers and Martial Arts sourcebooks would be the way to go if the goal is to have as much freedom of customization possible.

The one other game system I don't think mentioned yet that has some pretty cool options is Heroes Unlimited. To get the full martial arts options then the book Ninja's and Superspies would also be needed. It's definitely old school in its design approach, but you'll get characters from the options of this game like you wouldn't get anywhere else. Especially if the Powers Unlimited books are used. This game will give you some very cool character ideas.

As for Mutants and Masterminds goes, I think it's important to say that this is a d20 system derived game. It uses the standard d20 Stats (3e does switch this up a little), uses Feats, uses Power Level as a metric of game balance and keeping the party within the same power grouping, does use the standard d20 model of how skills work, etc. If the OP likes the d20 system, than Mutants and Masterminds is a pretty good option. I'd suggest Deeds, Not Words for a different d20 supers rpg, but that one is out of print.

Lots of great memories there.  I will say this: do NOT allow someone to play an "Ancient Master" using the Dark Chi powers in Ninjas and Superspies.  You'll end up with thousands of Chi points and Dim Mak at level 1.  It's ridiculous.

I think the classes like the Crazy Hero and the Ancient Master need to be relegated into a different sourcebook of [Working Title] "Here are some character class options that you crazy GM's could allow your players to play but beware of infinite shenanigans and bizarre game imbalance." Or just shuffle the Ancient Master off to a new sourcebook for Ninja's and Superspies because this class would work if you're ever playing in a game using Mystic China.