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Avatar (Korra/Airbender) what system to use?

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I have an ugre to run an Avatar game. But what system would be best? I like to hack something instead of using those 'cover all power' system like BESM or GURPS or Mutants and Masterminds because I feel those system focus on combat and not that well. I can only think of thinking Amber or Savage worlds, i'm sure there's more out there: What other systems would be good to use, keeping in mind I want combat but not so heavy on fighting mechics?
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Gid
Roll20 Team
Take a look at FATE Core or FATE Accelerated. Heck, FATE Accelerated Edition mentions The Legend of Korra as a possible world to explore in its opening.
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Gold
Forum Champion
IMC we have elemental bending classes in D&D (it's AD&D 2nd edition, also using Basic Fantasy RPG). The bending parts are 100% homebrew / house-ruled. The abilities, mechanics, and descriptions are from our imagination, simply as viewers-fans of the cartoon series. Neither of the rules systems we use, have any mention of bending, but we did modify existing in-game abilities such as magic spells that have elemental effects, used as our guidelines for the relative power of each move, at each level. That said I would agree with Kristin's suggestion of trying FATE system because that game style is designed to use so much of your imagination without needing specific mechanics for each maneuver to be spelled out on paper.
Try using Exalted, they have a race of elemental users already delineated called dragonblooded.
MURPG, M&M 3e, M&M 2e, pretty much any superhero themed RPG could work in a pinch
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Pat S.
Forum Champion
Sheet Author
Gurps would work just fine for it. They have a powers book that you could build the elemental bending templates and have it ready for any character then. I think you can do that also like Question said in M&M. I think you could do it with Hero 5th or any edition. Not sure of any others but there are various ones you can work with like the ones listed in this thread and many others. Just depends on how much effort you want to put into it.
There are plenty of Generic Systems, and I agree that a superhero themed one would work best. While I'm a fan of HERO, this sounds like it would work seamlessly in M&M. Pick what you know though, you could just as easily, IMO make the players a planar-touched race in Pathfinder and still get where you want to.
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Gid
Roll20 Team
Moving this to Off-Topic forum (which I should have done earlier back when I commented, oops!)
Ehhh....ya like some people said above. Gurps and M&M work fine, as in; "it gets does the job done". But nether are very good at it. I'm look for something that might work 'well' or 'good' if get what i mean.
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Gid
Roll20 Team
I'll add a disclaimer about FATE and FATE Accelerated: If you and your players' RPG background has mainly been d20 systems, FATE is going to require a couple sessions to really understand how the game mechanics work. It's REALLY different in comparison. Very narrative driven.
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Pat S.
Forum Champion
Sheet Author
I second what Kristen says about Fate and FAE. I would still be in a game with that system but real life interrupted my chance.
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I am familiar with FATE i've play a few games. It's at the top of my maybe list. It does have that whole world building aspect which I think would help anyone who doesn't want to play a bender. I'm not sure what FATE accelerated is thou
It's a cut down version of Fate Core that uses "approaches" instead of skills, but leaves aspects and stunts intact. It's a little more streamlined than Fate Core is and takes out the world creation portions of character creation. It's pay-what-you-want (even $0) over at RPGNow.com , so you can check it out easily. If you are interested in going Fate, I've heard that some of the magic systems in the Fate Core Toolkit ( also pay-what-you-want ) would be a good fit for Avatar levels of power. I can't confirm this as I have a near total lack of knowledge of the Avatar series. I can confirm you can run a successful Fate game in Roll20 however.
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Gid
Roll20 Team
Dave D. pretty much spelled out everything you needed to know. There might be a couple of times you'll want to look at the FATE Core rulebook even if you're running Accelerated, especially if you have mobs of NPCs that your PCs need to get through. Also, they really didn't describe invoking aspects as well as they did in Accelerated and might make greater sense to you if you look that up in the Core rulebook.