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Amazing Heroes vs Monster of the Week

Compare Amazing Heroes and Monster of the Week side by side. See differences in complexity, dice, genre, cost, and more.

Amazing HeroesMonster of the Week
GenreSuperhero, ModernHorror, Modern
Play StyleBeginner-Friendly, Rules-Light, Family, Superhero, Narrative, Fiction-First, Cinematic, Theater of the Mind, One-Shot Friendly, GM-FriendlyNarrative, Horror, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the Mind
Core MechanicEach hero has four traits — an occupation, a body attribute, a personality attribute, and a superpower — assigned a d6, d6, d8, and d10 at creation. When the outcome is uncertain, the player rolls the relevant trait die against a difficulty of 3 (easy), 4 (normal), or 5 (hard), adding +1 if a body or personality attribute fits. Rolls of 1 or 2 on a normal or hard test inflict a condition like 'tired' or 'hurt'; a repeated condition becomes 'really [X]' and imposes a –1 penalty, and a third hurt condition defeats the hero. Defeating a villain requires successes equal to the villain's level times the number of heroes.Roll 2d6 + stat. 10+ full success, 7–9 success with a cost, 6 or less the Keeper makes a move. Playbook moves trigger from fictional actions. Luck points turn failures into successes but never come back.
Diced6–d122d6
ComplexityVery LowLow
AccessibilityMediumHigh
RunnabilityHighHigh
LicenseProprietaryGeneric Games Third Party License
Cost$$$
PublisherAmazing TalesEvil Hat Productions
Year20212023
Best ForMixed-age tables wanting a fast, narrative superhero RPG that genuinely works for kids aged 7+ alongside adults — sessions are designed to cram an hour of TV-style action into a single sitting.Groups who want episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files — investigating mysteries, confronting creatures, and dealing with hunter drama.
HighlightsTrait dice carry transparent in-fiction meaning at each step — d6 is 'best in your country,' d12 is 'best in the world' — so players and GMs negotiate power level by description rather than parsing stat blocks. Conditions like 'tired' or 'shaken' replace HP entirely and stack into 'really [X]' with a –1 penalty before a third instance defeats the hero, keeping damage in fiction while still tracking toward a losing point. The GM receives plot points equal to the number of players each session and spends them on cinematic moves — villain ambushes, escapes with a planted clue, perfect disguises, 'missing body' recurring foes — encoding superhero-TV pacing as a budgeted resource.Very easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes
ConsiderationsSuperpowers have no defined list or mechanical effects beyond a die size, so the GM must adjudicate what each novel use of a power can do on the fly. Advancement caps at d12+1 and amounts to larger dice plus secondary powers branched from a parent power, so long-running heroes don't gain meaningfully different mechanical options from starting ones. Villain fights accumulate flat successes equal to villain level × number of heroes with no incremental damage per hit, which can grind against tougher foes when most attack rolls only mark a single tick of progress.No pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are loose