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Supers P&P RPGs

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Interdictor
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Supers P&P RPGs

Hi all. Just wondering if anyone else here plays tabletop games - in this case of the Supers genre?

Well - I've been playing/reading RPGs for quite a while now. My first taste with RPGs in general was (not surprisingly) with AD&D - but my first supers game was the old Marvel Super Heroes box by TSR (aka the FASERIP system aka Classic Marvel). Since then I've read through some of the supers games that have been released over the last couple decades - but only have a great deal of experience with a few (Villains and Vigilantes, Heroes Unlimited, DC Heroes/Blood of Heroes, Gurps Supers, Hero/Champions, Marvel Heroic, Icons).

Over the last few years - I've been playing around with Mutants and Masterminds, which is my current go-to for supers gaming. In fact I can't wait to get more solid details on the NPCs of Titan City so I can start statting them out in M&M.

So anyone else have their favourite games? Good gaming stories? Bad gaming stories?

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Most of my heroes come from

Most of my heroes come from them in fact, Though i havent been playing nearly as long as you have (still wanna try AD&D for kicks but can never get anyone to commit :-/) I started with 2nd Edition dungeons and dragons and the hero system for super heroes in the late 90's. But once the d20 system came out for third, and then the original Mutants and masterminds i havent looked back and been a died in the wool d20 guy ever since. Love the system

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Champions in the mid-eighties

Champions in the mid-eighties, GURPS: IST in late eighties and nineties (that's where Tink and the Duchess come from), mostly D&D 3e and 3.5 and 4e since then...

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DC Heroes / Blood of Heroes,

DC Heroes / Blood of Heroes, BASH!, and ICONS are my favorite three table-top super-hero RPGs. I also have Mutants & Masterminds Third Edition though since it seems to be the most popular of the table-top super-hero RPGs. I'm looking forward to the new edition of ICONS due out next month.

Interdictor
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Good to see some fellow M&M

Good to see some fellow M&M fans here - in particular I'm eagerly awaiting the Gadget Guide print version (hopefully we'll se it in the next month or so). I already have Power Profiles and Emerald City on the way (I'm kind of catching up on 3rd edition at the moment - been messing with 2nd edition for quite a while now).

I didn't realize there was a new edition of ICONS being released - may have to read up on that.

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My only experience so far is

My only experience so far is with D&D (mostly 3/3.5) and I have been learning Pathfinder. What system would you recommend to a fantasy role player to try for playing a supers game?

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Interdictor
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If you are experienced with 3

If you are experienced with 3.x D20 - then it would be a simple matter to play Mutants and Masterminds. While there ARE significant character creation differences (no classes or traditional "experience levels" - it's all point-buy . . . no hit points - there is a "toughness save", etc.) the actual system runs like a traditional D20 game (roll D20+bonuses vs a DC) so you should be quite familiar with it.

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thanks!

thanks!

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I actually have my own game

I actually have my own game system. I since learned its somewhat similar to the savage worlds system, but mine has no limits, it can be adapted to any game style.

I've been thinking of uploading it, but dunno if anyonw would want it or not.
If anyone wants my system uploaded, and free to use, just let me know.

On another note, I started with AD&D2, the old FASERIP system, tried Paladium, Gurps, and many others.

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I've played Champions since

I've played Champions since it first came out as a 96-page softcover. I don't have the latest book(s) but for those with the Big Blue or Big Black version, take a look at the art work. The table with the players gathered around, the GM with the long hair? Those are all friends of mine. The scene at the power plant where the bad guy is flying away in the cloud of smoke? That was my team he defeated. The picture under Life Support with the armored guy in space? That was my character.

Yeah...been doing that for a LONG time...

I remember when Star Wars was cool...a long, long time ago...

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I've been RPing for 35 years

I've been RPing for 35 years now...crap I'm old... Started on AD&D, threw in Gamma World, Star Frontiers, Top Secret, Traveler, moved on to Villains and Vigilantes, and that's when the wheels came off. I got really addicted to Supers and started playing them semi-exclusively when I could find the groups. Played Champions, Marvel Super Heroes, DC Heroes, Superworld, GURPS Supers, Heroes Unlimited and all of the other craziness from Palladium, but then I eventually settled on Champions 4th and 5th ed. Heck, I even got some articles in the digital magazine. But after they went to 6th, I moved on to Mutants and Masterminds 3e, and I haven't looked back. I run a monthly game now set in the Villains and Vigilantes universe of all places, but using M&M as the ruleset. I also run one off convention style games for my group using Savage Worlds because it's so darn adaptable.

ArticulateT
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Mutants and Masterminds is

Mutants and Masterminds is definitely up there for me. I kickstarted SUPERS! which is a pretty snazzy game, and I have a copy of Icons too.

I do a DnD Podcast, which can be listened to here.

Additionally, I write up my sessions of a Teen Heroes game here.

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I've played a lot of them.

I've played a lot of them.
Fantasy Games Unlimited's Villains & Vigilantes was my favorite for years, until my copy was stolen, at a time when it couldn't be found anymore (there was no internet back then).
I ended up spending years trying out a lot of different systems.
TSR's Marvel Superheroes and Mayfair's D.C. Heroes were my favorite.
I found Champions and Gurps to be too complicated.
I haven't played Mutants and Masterminds yet. It seems a bit complicated for me to dive into it without someone else GMing for a while.

I spent years making my own system called Super Crusaders III, but I'm not real happy with it.
I'm currently working on a revision that will be a big improvement and will be called Action & Adventure.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Started P&P with the first

Started P&P with the first hardcover players handbook, friend had monster manual, and we were waiting for the DM's guide... Also, champions/hero system, still have Champions:New Millenium, haven't done much with it since I got it... Marvel Superheroes (FASERIP), Cyberpunk 2020, bought a copy of Shadowrun, and, it confused me. I looked at, and played a few store scenarios of D&D 4.0, and it breaks down at some level after 10th, good ideas, but, the designers didn't do the math for proper level scaling. Still play 3.5 and D20 Modern, and hopefully a homebrew spinoff of Cyberpunk 2020 sometime soon... D20 cybernetics rules do not really work right for what is possible, given certain breakthroughs needed for the brain/machine interface, and, battery/power supply issues. Have looked at Gurps, but, not many ppl around that were interested. Palladium had good game ideas and settings, but, lacked a lot in the playability and it was difficult to create characters... I sure miss City, DCUO just doesn't cut it with me... Too limited in both character options, and, set up for console first, and, poorly ported over in the controls department. Also, still very PvP oriented...

Interdictor
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I haven't played Mutants and Masterminds yet. It seems a bit complicated for me to dive into it without someone else GMing for a while.

Character creation can be a little complicated depending on the concept you are trying to bring to life, but as for actual gameplay it's pretty simple and smooth.

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White Wolf's Aberrant was a

White Wolf's Aberrant was a good system imo. A few things I didn't like about it lore wise and it was to much of a "supers in the real world" spin on it, but that was sorta White Wolf's thing anyways :p

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I'm rather partial to Mutants

I'm rather partial to Mutants & Masterminds because of something the designers did.

[b]There are no hit points[/b].

Instead of using the "bucket of HP" model that so many other games fall into, M&M instead used a stacking penalty system. Light wounds are a -1 to all dice rolls. I think Serious (or was it Severe?) wounds were a -5 to all dice rolls.

The nice thing about the system was that it made "playing hurt" a lot more of a challenge and "damage" became a liability to EVERYONE. Key point being that no one "wanted" to go into a fight wounded ... everyone wanted to be "full up" whenever they had to do something important (like combat). You never had anyone discounting the effects of being injured, which was refreshing after the "bucket of HP" experience where everyone fights at maximum effectiveness until they collapse and faceplant in a heap. Thus, you had a built in system for "degrees of impairment" short of a Boolean driven gameplay.

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Brand X wrote:
Brand X wrote:

White Wolf's Aberrant was a good system imo. A few things I didn't like about it lore wise and it was to much of a "supers in the real world" spin on it, but that was sorta White Wolf's thing anyways :p

Go the whole hog here ;). Aberrant was just one part of the whole series.

Adventure!
Aberrant
Trinity.

Quote:

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2) Not to be used when upset... will void warranty
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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

TheMightyPaladin
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Redlynne wrote:
Redlynne wrote:

I'm rather partial to Mutants & Masterminds because of something the designers did.
There are no hit points.
Instead of using the "bucket of HP" model that so many other games fall into, M&M instead used a stacking penalty system. Light wounds are a -1 to all dice rolls. I think Serious (or was it Severe?) wounds were a -5 to all dice rolls.
The nice thing about the system was that it made "playing hurt" a lot more of a challenge and "damage" became a liability to EVERYONE. Key point being that no one "wanted" to go into a fight wounded ... everyone wanted to be "full up" whenever they had to do something important (like combat). You never had anyone discounting the effects of being injured, which was refreshing after the "bucket of HP" experience where everyone fights at maximum effectiveness until they collapse and faceplant in a heap. Thus, you had a built in system for "degrees of impairment" short of a Boolean driven gameplay.

I prefer Hit Points myself, even if....no actually Because it's not realistic.

But I am curious. How does a fight end in Mutants and Masterminds?
Is it when your penalties are so big you can't do anything?
Sounds to me like that could be a math heavy way to go.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Redlynne wrote:
I'm rather partial to Mutants & Masterminds because of something the designers did.
There are no hit points.
Instead of using the "bucket of HP" model that so many other games fall into, M&M instead used a stacking penalty system. Light wounds are a -1 to all dice rolls. I think Serious (or was it Severe?) wounds were a -5 to all dice rolls.
The nice thing about the system was that it made "playing hurt" a lot more of a challenge and "damage" became a liability to EVERYONE. Key point being that no one "wanted" to go into a fight wounded ... everyone wanted to be "full up" whenever they had to do something important (like combat). You never had anyone discounting the effects of being injured, which was refreshing after the "bucket of HP" experience where everyone fights at maximum effectiveness until they collapse and faceplant in a heap. Thus, you had a built in system for "degrees of impairment" short of a Boolean driven gameplay.

I prefer Hit Points myself, even if....no actually Because it's not realistic.
But I am curious. How does a fight end in Mutants and Masterminds?
Is it when your penalties are so big you can't do anything?
Sounds to me like that could be a math heavy way to go.

In essence, yeah. When you fail a Toughness save by a large enough margin, you fall unconscious.

For example, in 3rd ed, you have 'Degrees of failure'

On the 1st degree, which is failing a roll by 5 or less and generally whenever you fail a toughness check, you take a -1 to your toughness rolls from that point on until you heal.

On the second degree (6-10 below the target) you can only take one action on your turn

On the third degree (11-15) you can only take one action on your turn, and can only move half your speed.

On the fourth degree (16-20) you fall unconscious.

Fights can be long and brutal, others can be over in a single turn. It depends on the damage output of your team, and there are other ways to take a person down (characters also have Fortitude for bodily health and Will for mental defences to roll against)

And, of course, there's always the diplomatic route.

I do a DnD Podcast, which can be listened to here.

Additionally, I write up my sessions of a Teen Heroes game here.

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Hit points seem a lot easier

Hit points seem a lot easier to use and as I said I like their unrealistic feel. It fits the fantasy better.
I can (and do) always imagine that a character on his last few hit points is struggling, but his heroic efforts allow him to keep fighting at full strength until he completely gives out.
In my game Zero Hearts doesn't have to mean you're unconscious, (though it usually will) it just means that you're no longer willing or able to keep fighting. A character who has low Hearts, might be physically weak, or just not heroic enough to keep fighting to the end. Some characters start talking when they're beaten.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Redlynne wrote:
Redlynne wrote:

I'm rather partial to Mutants & Masterminds because of something the designers did.
There are no hit points.
Instead of using the "bucket of HP" model that so many other games fall into, M&M instead used a stacking penalty system. Light wounds are a -1 to all dice rolls. I think Serious (or was it Severe?) wounds were a -5 to all dice rolls.
The nice thing about the system was that it made "playing hurt" a lot more of a challenge and "damage" became a liability to EVERYONE. Key point being that no one "wanted" to go into a fight wounded ... everyone wanted to be "full up" whenever they had to do something important (like combat). You never had anyone discounting the effects of being injured, which was refreshing after the "bucket of HP" experience where everyone fights at maximum effectiveness until they collapse and faceplant in a heap. Thus, you had a built in system for "degrees of impairment" short of a Boolean driven gameplay.

Is that how it works?! I've read the PDF multiple times and still couldn't figure out that aspect!

Obviously, I haven't played it yet, but in my RP SG, we had an idea of rolling up our characters as PL10 with 200points to spend on them .

Of course the idea never went anywhere, but I've been trying to make my main/name sake fit into it ever sense :)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Hit points seem a lot easier to use and as I said I like their unrealistic feel. It fits the fantasy better.
I can (and do) always imagine that a character on his last few hit points is struggling, but his heroic efforts allow him to keep fighting at full strength until he completely gives out.
In my game Zero Hearts doesn't have to mean you're unconscious, (though it usually will) it just means that you're no longer willing or able to keep fighting. A character who has low Hearts, might be physically weak, or just not heroic enough to keep fighting to the end. Some characters start talking when they're beaten.

The system doesn't sound complicated but I'm used to other games as well. It actually still seems like a HP system to me, just worded differently as to appear not to be.

In M&M I have, they say heroes don't generally die, it doesn't fit the genre, so you really just get beat/fall unconscience.

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Gangrel wrote:
Gangrel wrote:

Brand X wrote:
White Wolf's Aberrant was a good system imo. A few things I didn't like about it lore wise and it was to much of a "supers in the real world" spin on it, but that was sorta White Wolf's thing anyways :p

Go the whole hog here ;). Aberrant was just one part of the whole series.
Adventure!
Aberrant
Trinity.

never got into Adventure. I loved the supernatural WW products. I liked Aberrant because I like supers. Adventure and Trinity never peaked my interest. :/

TheMightyPaladin
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Brand X wrote:
Brand X wrote:

TheMightyPaladin wrote:
Hit points seem a lot easier to use and as I said I like their unrealistic feel. It fits the fantasy better.
I can (and do) always imagine that a character on his last few hit points is struggling, but his heroic efforts allow him to keep fighting at full strength until he completely gives out.
In my game Zero Hearts doesn't have to mean you're unconscious, (though it usually will) it just means that you're no longer willing or able to keep fighting. A character who has low Hearts, might be physically weak, or just not heroic enough to keep fighting to the end. Some characters start talking when they're beaten.

The system doesn't sound complicated but I'm used to other games as well. It actually still seems like a HP system to me, just worded differently as to appear not to be.
In M&M I have, they say heroes don't generally die, it doesn't fit the genre, so you really just get beat/fall unconscience.

I'm not trying to pretend it isn't a hit point system.
It totally is.

I don't call the hit points hearts to try to trick anyone but because it fits a theme running through the game.
In Super Crusaders III I have 4 classes, called Arm, Eye, Leg & Mind
The New Game I'm currently working on has a new Class called Heart
I started calling them Hearts a few years ago when my son asked me to make a game based on Zelda. It stuck

There is one thing about my Hearts that's different from most Hit Point systems:
Different things can happen when you run out of Hearts.
Usually you'll be unconscious,
If you were beaten by a deadly attack, you might die.
If you're totally surrounded the GM might say, you realize you can't win and surrender.
NPCs might run away after you beat them,
and some NPCs might surrender and start talking
but it's up to the GM and the story you're in.

I've also toyed with the idea of having non damage type attacks cause damage in this game. That's because they would eventually wear you down and beat you, That would be a big change and I haven't made a firm decision on it.
You have an opinion?

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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I was talking about the M&M

I was talking about the M&M system. Ticking away from damage taken is still some form of hit points to me, even if they call it something else.

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Brand X wrote:
Brand X wrote:

I was talking about the M&M system. Ticking away from damage taken is still some form of hit points to me, even if they call it something else.

I can agree with that assessment. While it might not look like the more traditional style of hit points, your Toughness Score certainly has that aspect to it.

I liked the idea of a system that would impose appropriate penalties as battle damage grew, and the Toughness Roll gave you that extra level of defence rather than just relying on not being hit. In 2nd edition, the Mecha and Manga supplement even had a feat that would allow you to take up to -5 on your defence to apply that same number to your toughness so you would just stand there and take it.

When I was RPing on City of Heroes, and on Champions in fact, the idea of rolling up a character sheet in MnM came to mind when I learned that there were folks in the game who played vampires and used the Vampire: The Masquerade rules and character sheets, but, well, there were problems with it I guess. The core was that a lot of the folks were ran into almost demanded that everything be played by the rules they had on hand, which was made difficult since the setting permit abilities beyond the array of powers available in your standard run of WoD.

The other problem occurred to me later on when I realised that it was a tad redundant, given that the MMO, for the use of Superheroing, already had a system in place, it would have been simpler to just make an appropriate build in game. Regardless, the idea remained and I regret not taking it up now, since it would have made a decent substitute to play some tabletop adventures sfter CoH was closed down.

I do a DnD Podcast, which can be listened to here.

Additionally, I write up my sessions of a Teen Heroes game here.

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ArticulateT wrote:
ArticulateT wrote:

Brand X wrote:
I was talking about the M&M system. Ticking away from damage taken is still some form of hit points to me, even if they call it something else.

I can agree with that assessment. While it might not look like the more traditional style of hit points, your Toughness Score certainly has that aspect to it.
I liked the idea of a system that would impose appropriate penalties as battle damage grew, and the Toughness Roll gave you that extra level of defence rather than just relying on not being hit. In 2nd edition, the Mecha and Manga supplement even had a feat that would allow you to take up to -5 on your defence to apply that same number to your toughness so you would just stand there and take it.
When I was RPing on City of Heroes, and on Champions in fact, the idea of rolling up a character sheet in MnM came to mind when I learned that there were folks in the game who played vampires and used the Vampire: The Masquerade rules and character sheets, but, well, there were problems with it I guess. The core was that a lot of the folks were ran into almost demanded that everything be played by the rules they had on hand, which was made difficult since the setting permit abilities beyond the array of powers available in your standard run of WoD.
The other problem occurred to me later on when I realised that it was a tad redundant, given that the MMO, for the use of Superheroing, already had a system in place, it would have been simpler to just make an appropriate build in game. Regardless, the idea remained and I regret not taking it up now, since it would have made a decent substitute to play some tabletop adventures sfter CoH was closed down.

Some of the idea was to just beable to look at a sheet and roll "WHY YES! You did just telepathically enter their mind!" or "You did just lift them with TK!"

Basically, PnP games tend to have ways to resist such powers, when a lot of people go "Well, how did you resist them? You just...did?"

Also, a lot of RPers just didn't care to take it to PvP to settle a dispute.

Not that RPing was always about fighting, but part of RPing is some fighting of some sort.

You also get those people who want to RP without leveling and those who feel them putting actual investment into their character outside of just text messages means something.

Or a fight between Silk Spectre and Dr. Manhattan and Silk's player thinks Silk should have an even chance of winning that fight. :p

Basically, MMO RPing can be a pain, so ways to put some rules forth help a lot. :p But like I said, never went anywhere.

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Redlynne wrote:
Redlynne wrote:

I'm rather partial to Mutants & Masterminds because of something the designers did.
There are no hit points. ...
...The nice thing about the system was that it made "playing hurt" a lot more of a challenge and "damage" became a liability to EVERYONE. ... Thus, you had a built in system for "degrees of impairment" short of a Boolean driven gameplay.

This. Definitely.

I like M&M, and also use the XD20 system (Extreme Dungeon Mastery, or XD20) by Tracy and Curtis Hickman for the storytelling goodness when there is little time or inclination to prep an actual rules-based game.

A Wing and a Prayer, A Strong, Strong Wind, All Forests are One, Power Struggles - Venture City metahuman novels in the spirit of City of Heroes and other comic book superhero fiction. (http://bit.ly/sdpbooks)