If I'm going to kitbash a supers game into a Fantasy RPG, I prefer BASH.8d8 wrote:Or Mutants & Masterminds, which can easily be played in another genre where "I'm a mutant teenager who can turn into an icicle" turns into "A genie cursed me with the chill of death" or "I am the end of all things, witness the stillness of entropy!" It's amazingly flexible if what you want is D&D-level super powers.Hiram McDaniels wrote:Savage Worlds does something similar, where you have fairly generic, effects based powers like "Armor" which just increases the target's damage absorption, but can be flavored as a mystical forcefield, sheathing oneself in a coat of ice, or conjuring armor made of live scarabs.Wiseman wrote:So maybe there's just a list of abilities everyone picks from? And then it's just refluffed to fit whatever theme your going for?
I like this approach to magic, but the Savage Worlds system as a whole definitely has it's warts.
M&M is way too chunky for my tastes.