Howdy. So I’ve been running a 5e D&D game live at a table and another one on foundry. Both groups kind of collapsed over the holidays and that’s fine. I want to try a super hero RPG. I’ve been looking at Masks but it seems kind of teen focused which I’m not into. Does anyone know if this system is more adaptable than I’m giving it credit or if there is a better system they could recommend?

  • RebekahWSD@lemmy.world
    1·
    6 days ago

    Mutants and Masterminds is fun but making a character is a nightmare. It took several hours even with a computer app that theoretically had every book and option in it. And that’s like hour per player at least.

    Buuuuut once it’s done you’re mostly just rolling a single d20 so things are much simpler in game.

    • Brutticus@midwest.social
      1·
      2 days ago

      Mutants and Masterminds is like, the ultimate trust fall for players and DMs. If everyone is being cool, then it literally has everything. There are a ton of options but its basically OGL 3.x with all the limiters turned off, with all the flexibility and power that implies.

      If people aren’t being cool, well then, unrestricted time travel only costs 6 (of your default 150) build points.

      • RebekahWSD@lemmy.world
        1·
        2 days ago

        Yeah, my character was a private detective type whose only real power was ability to teleport things to his hands (mostly useful for disarming people). He also was untouchable in regards to various powers, but no real flashy ones other than the teleporting thing. Except, in the system, one could do…something, I forget what, and use a power in a different way for a bit? So he did. And used that to teleport a hive mind around.

        He hated hive minds.

        We also had the walking tank. Really easy to mind control though. You’d think Superman random alien man would really level up his anti mind control lol.