TTRPG Wiki

Compare tabletop RPG systems to find your next game

Tiny Supers vs We Can Be Heroes

Compare Tiny Supers and We Can Be Heroes side by side. See differences in complexity, dice, genre, and more.

Tiny SupersWe Can Be Heroes
GenreSuperhero, Modern, Sci-FiSuperhero, Modern
TagsRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-PrepHeroic, Superpowers, Combat-Heavy, Cinematic, Character Building, Faction Play
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.Roll d20 + Talent Modifier vs. GM-set threshold for Talent Checks. Superpowers use Target Die (d12 at levels 1–9, d20 at levels 10–20) + Superpower Die + Moxie. Superpower Attacks always hit: damage is the variable. Hero's Favor points fuel superpowers and creative power use. Action Points govern turns with Primary (3 AP) and Secondary (2 AP) actions. Public Merit tracks faction reputation for favors, intel, and gear upgrades. Hero's Moment rewards critical failures with one-per-level power-ups.
Diced6 dice poold4–d20
ComplexityLowMedium
AvailabilityPaidPaid
Runnability1 of 5 book toolsBook tools not listed
LicenseAll Rights ReservedProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherGallant Knight GamesBudStuff Games
Year20192024
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 crunchy superhero campaigns with detailed character builds, tiered superpowers, and a reputation system that ties heroism to community relationships.
HighlightsTiered 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.Public Merit system ties heroism to community impact through faction reputation, six superpower archetypes with five-tier progression and Auxiliary Powers for build variety, Hero's Moment turns critical failures into one-per-level power-ups, Hero's Favor points enable out-of-combat power use (freezing locks, creating barriers, boosting checks)
ConsiderationsThe 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.Character creation requires multiple derived calculations (Moxie, DT, HP, Vigilance, Initiative), 20-level progression has many repetitive incremental steps, combat-heavy with limited non-combat mechanical support