| Post/Author/DateTime | Post |
|---|---|
| #1dmrannnMay 23, 2009 0:49:52 | I'm interested in running a modern day comic book inspired "super hero" table top campaign, just as a little change of pace. Does anyone have suggestions or examples of how this might work in 4e, or perhaps another gaming system that might facilitate? A modified 4e would be my first choice (refluff of ranged weapons to guns, refluffed classes, etc) ... But I don't know if you could create a truly compelling combat in traditional high-flying over-the-top comic book style using just those mechanics. |
| #2pluisjenMay 23, 2009 2:37:06 | http://mutantsandmasterminds.com/ This is designed for Superhero Roleplaying. It's one of the best RPG systems I've seen, is very generic, allows you to create anything, no limits to powers, so every superhero goes, it's very simple to use and to top it all off it plays much like D&D 3.5e Also it's just a single book; so it's not a major investment even if you don't play it often. |
| #3DralenanMay 23, 2009 10:48:10 | I think 4e would lend itself to such a system nicely, I haven't tried anything like that though. I would start by modifying certain powers...and of course, you have the challenge of introducing flying... |
| #4LordOfWeaselsMay 23, 2009 14:12:44 | If you're not really set on characters with a power level commensurate with Superman or Doctor Strange(ie, world-shakers), I'd suggest the Savage Worlds system and the Necessary Evil supplement from it. Savage Worlds is a low-crunch generic pulp-style system. Necessary Evil is a world-and-powers supplement focused around mid-level supercharacters, with an optional included setting and campaign. You can't build Superman or The Silver Surfer without hitting the high end of the system, but you can pretty easily run The Avengers or The Fantastic Four or the rest of the JLA once you ignore OmnipotenceMan. The premise of the campaign gives the setting it's name: You're in a world much like the Marvel Universe. Aliens have invaded and killed all the superheroes. The PCs are superVILLAINS, stuck saving the world. |
| #5warcolonelMay 23, 2009 15:18:26 | Got to go with Mutants and Masterminds. Great system, easy to learn. Flavor-light and crunch heavy, which is very welcome since a 'Super-World' is going to be waaaaaay too unique to have pre-existing settings. I am running a game right now set in a 'Heroes'-esk world, and am building a Justice League/Avengers setting right now. |
| #6Arcane_GuyverMay 23, 2009 16:06:24 | I recommend M&M as well. It definitely has some balance issues, but can be a lot of fun if you get a firm control of the game. |
| #7wizarddogMay 25, 2009 17:29:39 | 4e can be used if you wish. Though the MM or other system would be better. MM is at least 3.5. Trying to deal with Champions or Palladium can be a nightmare Need to create stats for modern weapons. Increase the point buy of attributes to give the PC's extrordinary abilities. I would also include feats to increase hand to hand damage. Just be aware that the low level powers won't be super fantastic. |
| #8CaericMay 26, 2009 0:39:42 | The only problem in particular you'd encounter using 4th Edition and modifying the system to include superpowers (which I am endeavouring to create; yes, there's Mutants & Masterminds, but I like the 4th Edition rules), is that you are, in fact, going to have characters that have superpowers. Abilities, as some people might say. They will be leaps and bounds more impressive than they are supposed to be, making things tricky. If you build encounters at their level, it will undoubtedly be too soft; if you build encounters too high, they might not be able to hit with any of their attacks. Not all of them will be super-accurate (of course, unless that's part of your plans, in which case ignore my ramblings). I tried a "Heroes" group not so long ago. Ended pretty quickly, but it was a fine ride for what it's worth. The only way to do a Superpowers thing in 4th is to try and stray a bit away from conventional rules and start making up a lot of your own. A lot a lot. Mine are a work in progress. Here's what I'm doing, though: I took a page from Spellscarred's book (not Forgotten realms, I mean metaphorically). Someone with Superhuman Strength (which I deemed a +20 to Strength among other things) gets access to three Superhuman Strength variety powers at every level they normally get a power. They can take them instead of whatever their class offers. Additionally, I'm making feats that I'm currently trying to differentiate from Utilities. Bearing in mind all that, ask yourself if you're sure you want "Fantastic 4e." 'Cause no one has made it yet. You'll have to make it for yourself. |