James Gillen
Proud to be an American
- Joined
- May 28, 2018
- Messages
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Have you heard of Prowlers & Paragons?
jg
jg
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Ooh, yeah, I probably should have been more specific about that as well - sort of supers power level I'm aiming for.
I'd like for the game to be able to have its strengths in the power levels that you might see in the X-Men/MCU films as opposed to the DC stuff, and probably less Thor and more Cap/Wolverine levels of ability.
I'm gonna recommend Golden Heroes, and I'm surprised no one else has.
Pros:
-Specifically designed to be at late 70s/80s X-Men/Avengers power levels
-Started as a hombrew of Gamma World 1e, so the mechanics have some similarity to old-school D&D (3d6 stats, descending "AC", d20 matrix attack table)
-Does a better job of simulating comics than any rpg I've seen
-Easy, fun chargen (I mean REALLY fun, to the point of being addictive)
Cons:
-OOP (but there is a FREE and faithful retroclone- http://www.mediafire.com/file/xo7235od25oee4x/Codename_Spandex.pdf/file), and pricey used
-Random chargen (actually, more semi-random, but will not be to everyone's taste)
-Old-school design (can be a little clunky in places)
-Not many published adventures, and inconsistent quality in those
It was, at one point, in the running to be the first officially licensed Marvel Game. It's amazing, warts and all.
Palladium is built on a percentage based skill system and the d20 based combat mechanics are pretty different too. I don’t think I’d recommend it!If your players are used to D&D, I recommend Palladium's heroes unlimited. Its built on essentially the same foundations as D&D so your learning curve is low.
Yeah, I'm with Cam on this one.Palladium is built on a percentage based skill system and the d20 based combat mechanics are pretty different too. I don’t think I’d recommend it!
I have, but only just really heard of it. I recall there was a KS recently for a new edition, and I get the impression that there were some significant changes to it from the original version. It's a dice pool system of some sort, yes?Have you heard of Prowlers & Paragons?
"Pretty different" in the sense of "a lot better and more interactive."Palladium is built on a percentage based skill system and the d20 based combat mechanics are pretty different too. I don’t think I’d recommend it!
Mad props to you for enjoying it, but I don't think "a lot better and more interactive" is a common opinion of Palladium combat rules vs D&D."Pretty different" in the sense of "a lot better and more interactive."
I'm obviously biased toward Marvel Heroic Roleplaying because I wrote it.
I will also second Sentinel Comics: The Roleplaying Game, which currently has a Starter Set (with pregens) and it had a successful Kickstarter to get the core rulebook and several supplements made. That game's due out this year. So, not soon enough for you if you'd like to make your own characters, but not too far off. I'm biased toward this because I'm one of the designers, also.
If you're really keen on 5e and so are your players, and want a bolt-on set of powers that works with that system but elevates the PCs to super hero status with a system of power tiers etc, I'd suggest looking at Apex 5e which does, however, need you to also pick up Ultramodern 5e to use it. But there's a bundle!
Mad props to you for enjoying it, but I don't think "a lot better and more interactive" is a common opinion of Palladium combat rules vs D&D.
If so, it's only because most D&D players haven't experienced it and don't know any better.Mad props to you for enjoying it, but I don't think "a lot better and more interactive" is a common opinion of Palladium combat rules vs D&D.
Thanks, might have to give it another shot when (face-to-face) Boot Hill winds down. Got any tips for coming up with those three "tags" (I forget what the game term was) like "It's Clobberin' Time" and "I'm the Best There is at What I Do"? That's another place we struggled with original PCs.
If I’m ever the most beautiful girl in the room, we’ve got several serious problems. And we should probably burn the room.You're the most beautiful girl in the rooooom, depending on the room.
You could be a part-time model. Well, you'd probably still have to keep your normal job.You're the most beautiful girl in the rooooom, depending on the room.
In total agreement with this statement. It would take days to make a champion character, especially if you took limitations on your powers to get more points to spend.Do not listen to anyone who tells you that Champions (any edition) or M&M 2/3e are easy to create characters for. Character creation in those games is the definition of RPG Sudoku.
Do not listen to anyone who tells you that Champions (any edition) or M&M 2/3e are easy to create characters for. Character creation in those games is the definition of RPG Sudoku.
Early editions of Champions also require a hex grid and several hours to play out relatively simple combat encounters. That doesn't seem like a good fit for a 5E group.
Only the first couple times. Make enough characters and it's easy peasy. When I make NPCs I don't even actually make sheets for them, I just run the suckers off the top of my head with a little note that tells me what their PL limited stats are.Do not listen to anyone who tells you that Champions (any edition) or M&M 2/3e are easy to create characters for. Character creation in those games is the definition of RPG Sudoku.
When I first used the system, it could take awhile to get what I wanted out of a character.
Only the first couple times.
I've never ever used a hex grid for any game, Champions included. [..] Guess I was running it wrong all those years
Yes. You were. First through fourth editions embed the tactical hex grid assumption into every part of the game, from character creation to combat. You can theater-of-the-mind it if you like, in the same way that some people play blindfold chess, but you're not playing the game the way it was designed to be played and much of the system's "balance" will be thrown out if you're not counting hexes.
I’d actually suggest removing the issue and using the Basic Hero’s Handbook, then suggesting that anyone who wants something more detailed play with the regular book in their own time.Given that we're talking about a 5E-exclusive group with at least one player with a strong resistance to non-D20 mechanics (which presumably includes character creation), do you really think "yeah, we're going to spend the first couple of sessions figuring out the character creation system" is going to be a selling point?
Just his usual making up nonsense about things he doesn't understand. I've never met or played with anyone who needed hex maps for Hero in any genre. I very much doubt he's ever played Hero as his talking points sound like something he read online in a Hero-bash review by someone else who's never played it. There are real reasons someone might not want to play Hero, but needing hex grids isn't one of them.I have no idea what Mr. Ream's issue is with Mutants and Masterminds and HERO.
I'm not any kind of Hero expert, but every time that I have played in a session of it, the GM didn't use a hex grid.Just his usual making up nonsense about things he doesn't understand. I've never met or played with anyone who needed hex maps for Hero in any genre. I very much doubt he's ever played Hero as his talking points sound like something he read online in a Hero-bash review by someone else who's never played it. There are real reasons someone might not want to play Hero, but needing hex grids isn't one of them.
There are crunchy superhero systems, there are rules-lite ones and others that are somewhere in the middle.
There are simulation focused superhero systems, there are story-game orientated ones and others that are somewhere in the middle.
There are tactical or otherwise gamesy superhero systems, there are ones where the rules sort of fade in the background and others that are somewhere in the middle.
I suppose none of them are technically perfect, but then again, what is?
Surely the trick is to pick one that generally reflects your preferred playstyle and then either make your peace with the rules you don't or adjust those rules your taste? Isn't that hobby works?
If they are the epitome of superhumans, then I want to use Chronicles of Darkness. There’s enough superhuman abilities in the merit system to cover it - it could easily cover stuff like Daredevil, characters from the movie Push, even a low level Luke Cage or Jessica Jones, a bargain Dr. Strange, etc.
If, however, these characters exist in a world where the Captain Marvels, Thor’s, and Iron Man’s of the also exist, then I’d probably go with Mutants and Masterminds. CofD can’t handle the power level without major tweaking. M&M has decent balance inherent in the system, but allows players to build their characters how they want with points. The system runs pretty quick and doesn’t really get in the way during a game.
Mythic D6 is basically the system from DC Universe, right?All the power levels you've described can be done with MYTHIC D6.
Dr. Strange and Captain Marvel are at the high end, but both could be managed with enough points.
barring that, if you could get your hands on Mayfairs DC Heroes, thats the one I would suggest the most.
All the power levels you've described can be done with MYTHIC D6.
Dr. Strange and Captain Marvel are at the high end, but both could be managed with enough points.
barring that, if you could get your hands on Mayfairs DC Heroes, thats the one I would suggest the most.