I'm looking to run a Superhero TTRPG campaign but I'm still unsure as to what system would best fit for it. Got an original setting going already written up for it, Looked at Ascendant, Mutants and Masterminds, Icons, Champions, Sentinels and so on, but I just can't figure out what would be a good system for the group, since we're new to TTRPGs.
>>98020709Of those, I'd probably suggest Icons for a newer group. It's relatively simple and rules light, and should be easier to work with compared to some of the other systems. It only really needs you and the players to have a loose idea of a character's overall power and skillset.
>>98020709Prowlers & Paragons is piss easy to pick up and run, I suggest that
>>98020709>M&MExtremely gamey d20 shit that breaks instantly, would not recommend to new players>IconsPBTA dogshit, would not recommend to anyone >SentinelsRelatively ruleslight, requires a bit of balancing and GM adjudicating in-gameWould recommend that, but warn everyone that shit has to be nerfed as you go by necessity >ascendantredundantly overcomplicated for what it isbad for new players as-is, maybe give it a spin on the side to see how it goes>championsThis one is some next-level autism (If it's the one I think it is)don't play this one without significant experience under your belt
>>98020772Looking at it atm.>>98020807Any other suggestions? Have you tried Prowlers and Paragons?
>>98020750This one feels more like a teenage drama system with a superhero backdrop. Sorta like Teen Titans or early Invincible?
>>98020853>Sorta like Teen Titans or early Invincible?its 2003 teen titans and the first 20 or so issued of new teen titans to a T
>>98020709>>98020849If you want rules-lite or easy, I'd go for Truth and Justice. Literally just 2d6+trait, and your total traits are also how much damage you can take.
>>98020709ova? If you're an experienced GM you can have the characters made in an hour even for newbies, and its not hard to understand more dice = more betterer.
>>98020709I recommend M&M, it's easy to learn and easy to playI'd check out Wild Talents if I were you, it doesn't get enough love
My best capeshit experiences were with TSR Marvel Heroes, or play by post with a homebrew D20.
>>98021193I dont suppose anyones ever come around to making a modernized version of marvel TSR?
>>98021224Several, look for FASERIP based systems.
>>98020709The first thing I see is a game called "Hero World" which is a faserip retro clone.
>>98021232>>98021241found a PDF of hero worldmaybe I will build my character in there and see what its likeI was intending to use marvel multiverse, but it isn't hard to make the same character for different systems
>>98021374I found Marvel/FASERIP's strengths were in balancing play between street-level and cosmic characters, settling arguments over feats characters performed in the comics, and had a reward/penalty system to keep characters in character, and encourage roleplaying.
>>98020709I really like Sentinel Comics. Very cool.NOT to be confused with Sentinels.
>>98020709Different systems support different styles of game, all you said was new to rpg, something with less of a learning curve might be good: Marvel Super Heroes 1998 by TSR.It's simple enough to pick up quickly, not so simple as a kid's rpg you'd quickly grow beyond. Custom characters are fast to create. Easy to run a campaign in too. Like comics, death is rare. That may be the biggest factor.Unlike some games where Superman would wipe the floor with Hawkman, the party can have PCs at different power levels, like Hawk-Eye/Punisher with Cyclops/Spider-Man and Hulk/Phoenix at the same time. Different power levels aren't to everyone's taste but it works well here and a GM can introduce an omega level threat and have it feel omega level too.One of the coolest parts is the card based action resolution. Ability + cards >= difficulty number. You play one card then replace. If the card you just played <= your edge score, you can play another. If you finish with a trump card (suit matches ability) you turn over the top deck card and add that too. Someone like Captain America has an edge of 4 which usually means several cards played, most heroes have edge 2. Some skills, like Cap's shield skill, are autotrump.GM doesn't usually play cards to attack PCs. He sets the difficulty then PCs have to resist by passing a normal challenge, maybe dodge a missile, raise force field, shoot it down.GM does draw and turn over a card every round. This can heal heroes or villains, as well as add a complication if the GM wants. It can be for story purpose or add to the current challenge. The rule book example card is Power Surge. When it's time for Electro to attack the GM says this doubles the attack, which backfires as they only person hit is Rhino.The exception to GM not playing cards is Doom cards. When you play a Doom suit card it adds to your score like normal but instead of being discarded it goes to the DM pool. He can play these at any time to screw you over.
We settled on Prowlers and Paragons, though I'm having trouble sourcing the GM screen. D6 dice pools seem like an easy enough mechanic for us.
>>98020709If you want old school superheroes MSH is okay but DC Heroes is better, even though I liked Marvel comics more as a kid. It's the same age as MSH but takes a bit more of the then traditional approach to games, unlike MSH's fairly novel colour chart, without being super complicated.Cross reference your relevant action stat with the opponent's to get your target number. If you roll high enough you can slide your finger one or columns to the right for shifts.Then cross reference your effect stat with target's resist stat on the results table, no rolling. Every shift you made before now gives you a shift for a bigger result. Result could be anywhere from a target has high resistance No Effect to a you have high effect stat so you punch through a chest faster than nerves can trigger.Despite this, the system does an even better job than MSH at balancing cosmic vs street level characters. Everything in the game is based on Attribute Points (AP) starting from a base of 0 and going up exponentially from there. 1 AP is double 0 AP, 2 AP is double 1 AP. The maths isn't complicated and it lets Batman stand up a little bit to Darkseid. It's actually very elegant. Because it's like exponents you don't multiply numbers you add the AP, and you don't divide you subtract which is easier.It's written pre-Crisis so you get some beautiful old school heroes, plenty of powers. You can make your own characters, and that's where its biggest fault lies. Character creation is points buy and that can really feel like you don't have enough points.Some people also don't like that hero points, like fate points in other games, are either spent in a game session for instant bonuses that you might need to avoid dying, but are the same thing you use to advance your character and you don't get that many. It can take a long time to promote your character.>>98021823I started so I finished. Good choice. P&P is a solid system. Hope you and your friends enjoy playing.
>>98021580i really need new art for my character, you are all probably sick of seeing herthe ninja archetype was already neatly laid out with all the basics, just need to fit in swinging and wall crawling for ninja grappling hook and hand spikes >agility is obviously the highest stat>strength and reason at the lowest, barely stronger than an average teenage girl and is as vapid as your typical valley girl>specialty in martial arts, top of her class in ninja school