Hey I'm looking for help making a campaign in the MHA universe and also on what I should do with the quirks I have a general idea for the story. What I need help with is the mechanics.
Hi, so few months ago I was asked to be DM for The first time (YAY!) and at that time I didn't know what my campaign should looks like so I talked to ours previous DM for some advice, she told me to use something I'm familiar with and settings I like, answer was Simple: MANGA/ANIME. The I started to think about which one I should choose, after hours od thinking between Demon Slayer, Bleach, Naruto etc. I decide to use MHA. I didn't use quirks, pro heroes, etc. instead I write an adventure about a school for future adventurers in prestent times (with a little bit of magic, diffrent races), PC was "teenagers with attitude", teachers were wizards, P.E. guy is a fighter, a barbarian was a janitor and he is The best NPC I ever created. Story focused on some teenage school drama (aka CW Riverdale) mixed with evil dudes unleashing attacks on school and mystery of spy/murderer on school ground. Not MHA per sé, but a lot of that campaign was inspired by it. I'm hoping that would help :D
add a gimic that alows you to do what ever you want as long as you can explain it within the confinds of your power
ie: wall walking wile using a fire based qwerk is posable by melting the walls
and if your going to make a power dont make it to were you have to make a dex roll evry time you go from wall to wall that justs makes it sucky
and make it to were at hire levles you can combine aspects to alow acsess to more powerfull atacks one example being the ice fire blast that shoto does
make it to were the players feal like unkillible gods wile also balensing there powers out with checks and balenses
I'm not quite sure if D&D is the best place to host this.
My best guess would be to just pick a class as normal and allow your players to reflavor everything as their "quirk". You can let them do things like change damage types and very minor changes without ruining game balance.
D&D is a very structured "you have this abiltiy that does this one thing", but if your fine with that then yes D&D will work fine.
If you want more creativity to create new abilities on the fly by using your quirk in unique ways, you might want a more open-ended system, or a group of players who are very good at balancing homebrew. I don't have any recommendations for systems but I'm sure someone else does.
wild coincidence actually, I've been putting together a monk subclass/class rework for deku's quirks - feel free to check it out or use it here. It's still a work in progress so I'd love any feedback
Hey I'm looking for help making a campaign in the MHA universe and also on what I should do with the quirks I have a general idea for the story. What I need help with is the mechanics.
Hi, so few months ago I was asked to be DM for The first time (YAY!) and at that time I didn't know what my campaign should looks like so I talked to ours previous DM for some advice, she told me to use something I'm familiar with and settings I like, answer was Simple: MANGA/ANIME. The I started to think about which one I should choose, after hours od thinking between Demon Slayer, Bleach, Naruto etc. I decide to use MHA. I didn't use quirks, pro heroes, etc. instead I write an adventure about a school for future adventurers in prestent times (with a little bit of magic, diffrent races), PC was "teenagers with attitude", teachers were wizards, P.E. guy is a fighter, a barbarian was a janitor and he is The best NPC I ever created. Story focused on some teenage school drama (aka CW Riverdale) mixed with evil dudes unleashing attacks on school and mystery of spy/murderer on school ground. Not MHA per sé, but a lot of that campaign was inspired by it. I'm hoping that would help :D
add a gimic that alows you to do what ever you want as long as you can explain it within the confinds of your power
ie: wall walking wile using a fire based qwerk is posable by melting the walls
and if your going to make a power dont make it to were you have to make a dex roll evry time you go from wall to wall that justs makes it sucky
and make it to were at hire levles you can combine aspects to alow acsess to more powerfull atacks one example being the ice fire blast that shoto does
make it to were the players feal like unkillible gods wile also balensing there powers out with checks and balenses
I'm not quite sure if D&D is the best place to host this.
My best guess would be to just pick a class as normal and allow your players to reflavor everything as their "quirk". You can let them do things like change damage types and very minor changes without ruining game balance.
D&D is a very structured "you have this abiltiy that does this one thing", but if your fine with that then yes D&D will work fine.
If you want more creativity to create new abilities on the fly by using your quirk in unique ways, you might want a more open-ended system, or a group of players who are very good at balancing homebrew. I don't have any recommendations for systems but I'm sure someone else does.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I make quirks into feats. I’ve even shared One For All.
Call me Blond. James Blond.
use roll20 and put there quirk anywhere you want if you need quirk ideas use my generator https://perchance.org/y765g43
wild coincidence actually, I've been putting together a monk subclass/class rework for deku's quirks - feel free to check it out or use it here. It's still a work in progress so I'd love any feedback