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Batman Role-Playing Game vs Chronicles of Darkness

Compare Batman Role-Playing Game and Chronicles of Darkness side by side. See differences in complexity, dice, genre, cost, and more.

Batman Role-Playing GameChronicles of Darkness
GenreSuperhero, ModernHorror, Modern
TagsLicensed IP, Heroic, Investigation, Crunchy, Tactical, Character Building, Martial Arts, High-Power, Strong GM Support, Beginner-FriendlyAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM Support
Core MechanicAbilities and quantities such as weight, distance, and time are rated in Attribute Points (APs), a scale on which each AP doubles the last. A Dice Action rolls 2d10 against a Success Number found by crossing the Acting Value with the Opposing Value on the Action Table. Doubles add and may roll again, while double 1s always fail. When a roll of 11 or more beats the Success Number, it earns a Column Shift for each entry counted rightward past the Success Number that is at least 11 and no higher than the roll. The Effect Value is then crossed with the Resistance Value on the Result Table, moved left by the Column Shifts, to give Result APs (RAPs) of damage or effect. Before the roll, both sides may bid Hero Points, each adding 1 AP to one value without more than doubling it.Build a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.
Dice2d10d10 dice pool
ComplexityHighMedium
AccessibilityVery LowMedium
RunnabilityLowVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostUnavailable$
PublisherMayfair Games Inc.Onyx Path Publishing
Year19892015
LanguagesEnglishEnglish
Best ForGroups who want to play the Batman, his allies, or original Gotham heroes in detective and street-crime adventures against his rogues gallery.Groups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.
HighlightsHero Points serve as both the bonus for rolls and the currency for advancement, so every point spent to win a scene is a point not banked toward growth. Starting Killing Combat forfeits all of a hero's Hero Point awards for the adventure, building the Batman's code against killing into the reward system. Interrogation and Clue Analysis turn Result APs into graded information, so a stronger roll reveals more of what a suspect or clue can tell.The investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.
ConsiderationsA Dice Action reads its Success Number from the Action Table and, only when the roll succeeds, takes a second lookup on the Result Table for its effect, so each successful attack or other rolled action needs two table references. Designing a Gadget runs a multi-step Hero Point cost formula with Reliability Number modifiers, Drawback discounts, and a final halving. Only one player can be the Batman, so everyone else plays another listed hero or one built with the creation rules.The core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.