Amazing Heroes vs Sentinel Comics RPG
Compare Amazing Heroes and Sentinel Comics RPG side by side. See differences in complexity, dice, genre, and more.
| Amazing Heroes | Sentinel Comics RPG | |
|---|---|---|
| Genre | Superhero, Modern | Modern, Superhero |
| Tags | Beginner-Friendly, Rules-Light, Family-Friendly, Superpowers, Narrative, Fiction-First, Cinematic, Theater of the Mind, One-Shot Friendly, Strong GM Support | Heroic, Narrative, Superpowers, Combat-Heavy, Cinematic, Theater of the Mind |
| Core Mechanic | Each 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 three dice (from powers, qualities, and status) and use the middle result vs. difficulty. Your status zone (green/yellow/red) changes available abilities as you take damage. |
| Dice | d6–d12 | d4–d12 |
| Complexity | Very Low | Medium |
| Availability | Paid | Paid |
| Runnability | 3 of 5 book tools | 5 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Amazing Tales | Greater Than Games |
| Year | 2021 | 2022 |
| Languages | English | English |
| Best For | Mixed-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. | Superhero campaigns that feel like reading a comic book, with a unique status-shifting system and structured hero/villain/environment turns. |
| Highlights | Trait 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. | Captures comic book pacing well, status system creates dramatic arcs, villain/environment turns keep things dynamic, developed published setting |
| Considerations | Superpowers 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. | Tightly tied to the Sentinel Comics universe, status dice tracking requires careful bookkeeping, can feel constrained for freeform players |