
Tabletop pen and paper role-playing games. D&D v3.5) Scarn (D&D 3.5) Science City (Super Hero) Scramble for Empire (Victorian imperialist colohial wargame campaign )Been in search of a dragonball pen and paper rpg for awhile now and I came. D&D ) Savage Frontier Pbem (Fantasy. Saints Sleep (Medieval RPG) Saiyajin Elite DBZ RPG (turn based text style DBZ RPG) Salem (fantasy) Salroth Ages (Semi-Freeform fantasy timetravel) Sauromatia 600 B.C.
provide guidelines for adjudicating characters with such overwhelming power. It is not currently accepting new answers or interactions.What's the best game system for role-playing characters that are incredibly powerful?For example, a low-powered character in such a system should be able to take a few seconds and destroy Earth's moon from Earth, while a high-powered character should possess power over one million times more powerful than that. This question and its answers are locked because the question is off-topic but has historical significance.
Dbz Tabletop Rpg How To Emulate The
You could easily hack the system to either consider lower ranks to be higher ("You can blow up the moon at Excellent Rank") or you can consider the various point differences within the highest ranks as worth exploring. The hard part is that the top ranks begin to condense quite a bit of range. The DBZ Anime Adventure Game has received terrible reviews and isn't what I'm looking for.I think there's a few games that mechanically support the kind of play you're looking for, though I don't think anything really gives good advice to capture the DBZ feel specifically.The old school Marvel Super Heroes RPG scaled quite a bit. Nothing too abstracted, and definitely not a narrative-centric set of rules.Upon hearing of the DBZ sequel coming out ( Dragonball Super), I'm rewatching the DBZ series and trying to figure out how to emulate the kinds of abilities they have in a tabletop RPG.
A more abstract simulation of success/failure modeling.I ran a DBZ game for a couple of sessions using the original Hero Wars - because the game has very abstract "Adventure Points", it does rely a bit on creative input from the group to keep the attacks exciting and interesting. HQ2 went in a different direction and abandoned the value of scaling for. Hero Wars and Hero Quest 1 actually used the idea of scaling quite well. Just reduce the material strength of everything, including planets.The core game system supports everything from normal people to gods, so it naturally can easily support DBZ action as well.

It is true that the power levels you are talking about are not the typical bread and butter of the Anima campaigns, but you can do it with the system at hand. It takes some use to, because for starters sometimes it feels overwhelming, but they are detailed and quite precise.The good thing about level based is that you can quickly create powerful and not so powerful characters. It is not narrative, since there are tons of tables to build and points to spend to do it correctly. The beauty is that you can combine them to create your unique technique. Said techniques are heavily based on different anime series (overall Naruto, but including a lot of DBZ).In game systems, Technicians receive bonus points for the Ki abilities (divided between two things called Martial Knowledge and Accumulation Multiple) and Taos receive bonuses to martial arts (from which you can choose quite a lot and it is specifically designed to mix them) which incedentally adds more Martial Knowledge to your character to buy more Ki stuff.The mechanics of the game are quite extensive but basically each technique has a level between 1 and 3 (again, easily extended for more levels) that costs an amount of points of martial knowledge to create and a cost on Ki points to use (which you must accumulate during combat with your Accumulation Multiple), what you can do with these techniques is realy up to you, since the creation of the technique is REALLY extensive, and you have from the basics more actions, more hit% and more damage, to supernatural shields, teleportation, estate-based attacks. Never the less, Technicians and to a certain level, Taos, excel at this.
Even more, in an interview with the author he crealy stated that this game is designed to play Shonen like (and I quote) "Dragon Ball or Naruto, Berserk. In the official site you can see an approach to most of the characters in DB-DBZ saga (divided by saga). I should use Anima only for the game mechanics.In terms of experience, I have reached a level 9 psionic (technically one of the worst classes at high levels) and I stood my ground against 500 soldiers! (which, admittedly, my Technician companion just grinded through, once he accumulated the Ki requiered.)Bilingual Bonus: As you may know, Anima is a game created in Spain, so most of it´s fan base is spanish talking. This is because levels give you caps on the amount of atk/def you can have, the good thing of techniques is that they avoid that cap, so usually high level technicians are one of the most feared things in the setting.The adventures your characters will have are way out of the scope of the Anima usual game, so no help in there, but I do believe you already have an idea of the adventures you want to run. It is even possible, due to how the system works, that your characters require to spend some turns just charging up their Ki (which in DBZ they do often).To give you an idea on how power levels work, there are rules for high level characters (I am talking of level 6 and above, not even reaching 10!) to fight armies of soldiers, by themselves.

