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 Supers | We Can Be Heroes | |
|---|---|---|
| Genre | Superhero, Modern, Sci-Fi | Superhero, Modern |
| Tags | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep | Heroic, Superpowers, Combat-Heavy, Cinematic, Character Building, Faction Play |
| Core Mechanic | Roll 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. |
| Dice | d6 dice pool | d4–d20 |
| Complexity | Low | Medium |
| Availability | Paid | Paid |
| Runnability | 1 of 5 book tools | Book tools not listed |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Gallant Knight Games | BudStuff Games |
| Year | 2019 | 2024 |
| Languages | English, Spanish | English |
| Best For | Groups 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. |
| 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. | 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) |
| 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. | 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 |