#My Hero Academia system

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ashen osprey
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I wanna make a system for a My Hero Academia campaign. Where players can choose or create a quirk for their character. They go to school and fight villains. I have no idea where to start with that or how to make a superhero system work. How could I make a homebrew system?

gusty ether
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If you’re looking to implement My Hero Academia quirks into dnd, the easiest way is to treat each quirk as a custom feat. Basically, every player gets one unique quirk-based feat that works like official ones already implemented into the game.

For example:
** 1. Explosion (Bakugo)** Once per short rest, cast Burning Hands (Dex save, fire damage).
At level 5+, you can choose to cast Fireball instead (once per long rest).
2. Hardening (Kirishima) As a reaction, reduce incoming damage by 1d8 + CON (usable prof. bonus times/day).
Gain resistance to non-magical bludgeoning/piercing/slashing damage for 1 minute once per long rest.
3. Engine (Ida) Dash as a bonus action prof. bonus times/day.
Add +10 ft movement speed while using this feat.

Balancing:

  • Limit strong effects to once per short/long rest.
  • Use spell mechanics to simplify (ex., "like Shield", "like Mage Hand").
  • For scaling, allow stronger effects at levels 5, 11, and 17.

Yada-yada and so on. I think this would be easiest option. You’ll need to home-brew these feats for your players depending on what they want, or you can give them a list to choose from. Keep in mind, if this is a common feature for a lot of people to have in the world like it is in the show, you’ll have a lot of work on your hands. Maybe make it a rare privilege to have a quirk in your world.

Good luck SDVpufferthumbsup

half seal
# ashen osprey I wanna make a system for a My Hero Academia campaign. Where players can choose ...

I know this thread is a couple weeks old, but I like what xdetail said. I think the only thing is that you want to kinda rework the game. I would say treat the player characters more like monster statblocks, and use some sort of milestone system rather than level. When I say monster statblock i just mean a lot of the time they are a lot more niche than player characters which have many options and subclasses.

Otherwise I would just do what xdetail said with the featlike quirks and get rid of magic in your world, so that characters only play martial classes, i think specifically rogue and fighter make the most sense to me because they dont have abilities that are non-physical. Though most of the characters are unarmed or use their quirks to attack, so that would be important to balance because weapons normally do more damage than unarmed strikes

swift cloud
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In a one piece game I am running i simply made devil fruits into scalling up special ability/feature similar to a magic item players get.

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Example