Batman Role-Playing Game vs Invincible – Superhero Roleplaying
Compare Batman Role-Playing Game and Invincible – Superhero Roleplaying side by side. See differences in complexity, dice, genre, and more.
| Batman Role-Playing Game | Invincible – Superhero Roleplaying | |
|---|---|---|
| Genre | Superhero, Modern | Modern, Scifi, Superhero |
| Tags | Licensed IP, Heroic, Investigation, Crunchy, Tactical, Character Building, Martial Arts, High-Power, Strong GM Support, Beginner-Friendly | Superpowers, Licensed IP, High-Power, Tactical, Character Building, Character-Driven, Solo-Friendly, Theater of the Mind |
| Core Mechanic | Abilities 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. | Roll a pool of d6s equal to an attribute and count each 6 as a success. Extra successes buy stunts. After a failed roll or when seeking more successes, push once by rerolling dice that show neither 6 nor 1; each 1 remaining after the push causes stress. |
| Dice | 2d10 | d6 dice pool |
| Complexity | High | High |
| Availability | Out of print | Free quickstart |
| Runnability | 3 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Mayfair Games Inc. | Free League Publishing |
| Year | 1989 | 2026 |
| Languages | English | English |
| Best For | Groups 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 custom superheroes to alternate between destructive team fights and relationship-driven scenes about responsibility, stress, and ordinary life. It suits campaigns ranging from young street heroes to cosmic champions, with a separate solo crisis mode. |
| Highlights | Hero 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. | Extra successes buy comic-book stunts such as knockback and collateral destruction, while players can propose GM-approved improvised stunts. Action scenes threaten Health and generate stress against Resolve, while relationship-centered social scenes restore Resolve and tie personal life to the campaign loop. Crisis Mode supplies response engines and escalating timers for solo superhero play without a Gamemaster. |
| Considerations | A 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 large power catalog, reaction-heavy zone combat, and critical-injury procedures create a steeper learning curve than the simple dice pool suggests. Brutal injuries, permanent death, and collateral damage are deliberate parts of play, so groups should align on graphic superhero violence. The setting chapter, campaign material, and character profiles draw heavily on Invincible, so groups seeking a generic superhero toolkit may choose to replace them. |