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Tiny Supers vs TSRPG

Compare Tiny Supers and TSRPG side by side. See differences in complexity, dice, genre, and more.

Tiny SupersTSRPG
GenreSuperhero, Modern, Sci-FiUniversal
TagsRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-PrepRules-Light, Diceless, Theater of the Mind, Tag-Based, Beginner-Friendly, Fast-Paced, Low-Prep, Solo-Friendly, Freeform Magic, Modular
Core MechanicRoll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence.The storyteller sets a Challenge Rating (CR) and secretly picks a target number from 1 to the CR, by choice or at random. The leading character adds one attribute, every relevant trait and one piece of special equipment. Helpers add their traits and one piece of equipment each, capped in total at the leader's bonus. The target plus or minus the total bonus, wrapping around the range, is the span of success. The lead player then guesses a number. An exact guess is a critical success, and a guess one away is a near critical. A guess on either end of the span is a near miss, which succeeds with a complication. A guess outside the span fails. With a total bonus below +3, the only results are success and failure. Failure can impose penalties on participating characters' traits or attributes, weakening their later attempts.
Diced6 dice poolDiceless
ComplexityLowLow
AvailabilityPaidFree quickstart
Runnability1 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherGallant Knight GamesSkirmisher Publishing
Year20192026
LanguagesEnglish, SpanishEnglish
Best ForGroups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.Groups who want one simple guessing procedure for risky actions, usable across fantasy and other genres without needing dice, maps or stat blocks.
Highlights
  • Tiered Power Traits let the same ability grow in potency without a separate point-buy system.
  • Two-action combat makes Focus and Evade compete with movement and attacks.
  • The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes.
  • The distance between a player's guess and the hidden target sets up to five outcome grades, so one guess decides both whether and how well a Challenge succeeds.
  • Injuries are penalties on the same traits and attributes that build the bonus, and reducing every one of them to zero kills the character.
  • Sacrificing a durable item or weapon after the guess turns a near miss into a full success and empties that slot until the next session.
Considerations
  • The game assigns uncovered situations to consistent GM rulings rather than detailed procedures.
  • Power concepts outside the fixed trait list depend on reskinning or GM-created effects.
  • Advancement is optional and offers a small menu of upgrades.
  • Adventure opponents are written as Challenge Ratings rather than statistics, so the storyteller judges a rating for each approach to any new fight or obstacle.
  • Fights resolve as one or a few group Challenges rather than individual turns, with fictional positioning in place of a tactical movement system.
  • The storyteller calculates a fresh span of success from the group bonus for each guessed Challenge, and spans can wrap past the ends of the range.