DC returns to PnP RPG this month


Acemace

 

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Just to remind everyone. The DC Universe makes a long awaited returned to pen and paper RPG status this month, as Green Ronin releases the DC Adventures: Hero's Handbook hardcover! It's based on the upcoming 3rd edition of the Mutants & Masterminds rules.

They have a quick start rules pdf available now if you're curious.


 

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Pre-ordered from Green Ronin, got the full version pdf for 5 bucks. Digging the new M&M 3E rules so far..


 

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Quote:
Originally Posted by Golden Girl View Post
A game set in the DC universe? That's dangerous talk, citizen.
Which brings up the question: Do Pen and Paper RPG's count as "Games" as far as the "No game talk" goes? Does it only count if it's based off an actual PC/Console game? And, based on another thread, if we don't mention the name of the game itself, is it perfectly acceptable to talk about it?


 

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Quote:
Originally Posted by LiquidX View Post
Which brings up the question: Do Pen and Paper RPG's count as "Games" as far as the "No game talk" goes?
are they video games?

No?

Then there's no problem.

Not complicated.


I liked the old DC pen and paper game that Mayfair put out- never played it because Champions was better, but it looked like fun.

I haven't read an RPG in a while maybe I'll check this one out.
Is Mutants and Masterminds a good system?


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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Quote:
Originally Posted by Golden Girl View Post
But also not logical
happily, we're not the ones dictating the rules here so its irrelevant whether we think they make sense or not. =P


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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Quote:
Originally Posted by Nethergoat View Post
are they video games?

No?

Then there's no problem.

Not complicated.
Agreed. I'm getting weary of people that are insisting that this is a more complex affair than it is. I don't like the rules either but... reasonableness. Please.


 

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Quote:
Originally Posted by Nethergoat View Post
happily, we're not the ones dictating the rules here so its irrelevant whether we think they make sense or not. =P
Well, it's up to us to use common sense to make them sensible


@Golden Girl

City of Heroes comics and artwork

 

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How is this balanced? How do they handle the huge differences in power levels? Are all levels available and explained? Can one start as a Batman type or a Superman type? Or does one have to work one's way up?

I have only ever played the original Marvel RPG (didn't like it-- Aunt May could fall to earth from orbit and not die) and Villains and Vigilantes (liked it, but character creation was cumbersome).


Est sularis oth Mithas

 

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Quote:
Originally Posted by Nethergoat View Post
are they video games?

No?

Then there's no problem.

Not complicated.


I liked the old DC pen and paper game that Mayfair put out- never played it because Champions was better, but it looked like fun.

I haven't read an RPG in a while maybe I'll check this one out.
Is Mutants and Masterminds a good system?
I enjoyed the Old DC Heroes game bt Mayfair , played Championd and Villians and Vigilantes some. Never tried Mutants and Masterminds. By the way Champions 6 th edition PNP game is out soon or already out.


 

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Quote:
Originally Posted by Nethergoat View Post
are they video games?

No?

Then there's no problem.

Not complicated.


I liked the old DC pen and paper game that Mayfair put out- never played it because Champions was better, but it looked like fun.

I haven't read an RPG in a while maybe I'll check this one out.
Is Mutants and Masterminds a good system?
Mutants and masterminds is sort of a cross between the champions/hero system and the d20 system. They took the hero system method of buiding characters, simplified it, and adapted it to a d20 style combat system (so no more of complicated phases for different speeds, etc).

I found it to be a fairly easy to pick up system, as flexible as the champions system but much easier on the GM in combat. Green Ronin makes it fairly easy to check out the system, I would definitely recommend checking out the webpage (http://www.mutantsandmasterminds.com or http://greenronin.com).


Globals: @Midnight Mystique/@Magik13

 

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Quote:
Originally Posted by Arnabas View Post
How is this balanced? How do they handle the huge differences in power levels? Are all levels available and explained? Can one start as a Batman type or a Superman type? Or does one have to work one's way up?

I have only ever played the original Marvel RPG (didn't like it-- Aunt May could fall to earth from orbit and not die) and Villains and Vigilantes (liked it, but character creation was cumbersome).
Looks like there's power rankings that give a solid feel for how powerful a particular hero or villain is. Highest rank is 20. Superman is 15. Batman is 12. Darksied is 16. Note that many of these characters have stats that go beyond their general ranks due to long experience.


 

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Quote:
Originally Posted by EricHough View Post
Mutants and masterminds is sort of a cross between the champions/hero system and the d20 system. They took the hero system method of buiding characters, simplified it, and adapted it to a d20 style combat system (so no more of complicated phases for different speeds, etc).
Uhg.

IMHO d20 killed interesting RPG design. I've always been a fan of mechanics giving flavor to the system (the greatest example of this being the original Deadlands).

Oh well, I guess I'll check out the latest iteration of Champs instead.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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Quote:
Originally Posted by Nethergoat View Post
Uhg.

IMHO d20 killed interesting RPG design. I've always been a fan of mechanics giving flavor to the system (the greatest example of this being the original Deadlands).

Oh well, I guess I'll check out the latest iteration of Champs instead.
I've been making my way through the 1000+ pages of Champions 6th off and on for a couple of months now. They changed a lot of stuff from 5th, most of which makes it more complicated rather than less. Not sure if I'll be using it or sticking with 5th.


Quote:
Originally Posted by Hyperstrike View Post
English does not borrow from other languages. English follows other languages down dark alleys, hits them over the head, and rifles through their pockets for loose grammar.

 

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Quote:
Originally Posted by ZephyrWind View Post
I've been making my way through the 1000+ pages of Champions 6th off and on for a couple of months now. They changed a lot of stuff from 5th, most of which makes it more complicated rather than less. Not sure if I'll be using it or sticking with 5th.
I'm sticking with the Champions 5 th edition rules. A friend bought the Sixth edition and says it is needlessly complicated.


 

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Quote:
Originally Posted by Inazuma View Post
Looks like there's power rankings that give a solid feel for how powerful a particular hero or villain is. Highest rank is 20. Superman is 15. Batman is 12. Darksied is 16. Note that many of these characters have stats that go beyond their general ranks due to long experience.
That's an interesting scale if Batman is 12 and Superman is 15. Abilities must increase by a magnitude of 100 with each rank...


Est sularis oth Mithas

 

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Quote:
Originally Posted by Nethergoat View Post
Uhg.

IMHO d20 killed interesting RPG design. I've always been a fan of mechanics giving flavor to the system (the greatest example of this being the original Deadlands).

Oh well, I guess I'll check out the latest iteration of Champs instead.
So far it looks like 3rd edition M&M has grown apart from its d20 roots.