u/Impossible_Web_9858

Deciding between Super Powers vs Power Points

Hello, I'm preparing to be a first time GM for a custom campaign, and I've spent a lot of time trying to decide on which system to stick with between the Core PP or Super's Powers. A lot of it is probably just rambling in my head and not having the right "mindset" but still stuck at this crossroads after reading many opinions.

The Campaign is in short, modeled after Pokemon (not trainers, as in the players are Pokemon themselves). Makes it easy to create unique enough creatures without being overwhelming. Obviously they do moves and attacks during combat, so I'd want to be decisive on how it's handled (trappings nonwithstanding).

Powers:

  • Relatively balanced compared to "normal" non-fighters and standard weapons. More modifiers too
  • Have a better sense of progressions through advancements
  • Power Points provide some level of "resource management", though I have heard in practice players will rarely run out of PP, and even if they do they will spend a Benny to replenish what they need.

Supers:

  • Much more powers and ideas to work with, making conversion easier.
  • Easier to decide at the start, but has a worse sense of progression (even with Rising Star)
  • More bombastic and easier to narrate the cool awesome/terrifying moments happening from and to players.
  • Lack of power points means one less resource to manage, but on the other hand there's little to no reason I can see to not use your big attacks whenever possible.

I guess this is less a "new GM advice" (though is always appreciated), but is more help me decide or if there's anything to help my mindset.

(Oh by the way if I do use Supers, the power level would likely be 2, maybe 3 at absolute end game)

reddit.com
u/Impossible_Web_9858 — 9 days ago