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<blockquote data-quote="SteveC" data-source="post: 3571873" data-attributes="member: 9053"><p>You make some good points. On the issue of creating the power, (which I snipped) you're basically doing the same thing with M&M as with Champs, you just have smaller numbers, and in the case of the gadget, a pretty simple extra step. The idea I was trying to get across is that the systems are very similar. If you take a look in the Ultimate Powers book, there is an equation for how to build powers that is exactly the same as the HERO system rules, M&M just doesn't use any fractions.</p><p></p><p>As far as the game being easier to run in play, I'll just say that the way you're talking about running M&M was the way that I ran HERO for years. I used to run and play in several HERO games a week (ah, college) and after a while I would generate my villains on the fly. It's just something that comes with the familiarity with the system. That may seem like blasphemy to some, but I not only did that, but also didn't write up cell phones, flashlights or similar objects either <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> .</p><p></p><p>As far as power stunting, I made some power stunting rules many years ago that ALMOST became canon (you're talking to an <em>almost </em>published HERO author) but during the Cybergames fiasco things just didn't work out, it's a shame. I made use of the power use skill and had you make a check based on it in comparison to the effect that you were trying to create. By the book, however, I'll agree with you that M&M has some wicked cool stunt rules. I'll have to see if I can dig up my old rules someday and post them.</p></blockquote><p></p>
[QUOTE="SteveC, post: 3571873, member: 9053"] You make some good points. On the issue of creating the power, (which I snipped) you're basically doing the same thing with M&M as with Champs, you just have smaller numbers, and in the case of the gadget, a pretty simple extra step. The idea I was trying to get across is that the systems are very similar. If you take a look in the Ultimate Powers book, there is an equation for how to build powers that is exactly the same as the HERO system rules, M&M just doesn't use any fractions. As far as the game being easier to run in play, I'll just say that the way you're talking about running M&M was the way that I ran HERO for years. I used to run and play in several HERO games a week (ah, college) and after a while I would generate my villains on the fly. It's just something that comes with the familiarity with the system. That may seem like blasphemy to some, but I not only did that, but also didn't write up cell phones, flashlights or similar objects either ;) . As far as power stunting, I made some power stunting rules many years ago that ALMOST became canon (you're talking to an [I]almost [/I]published HERO author) but during the Cybergames fiasco things just didn't work out, it's a shame. I made use of the power use skill and had you make a check based on it in comparison to the effect that you were trying to create. By the book, however, I'll agree with you that M&M has some wicked cool stunt rules. I'll have to see if I can dig up my old rules someday and post them. [/QUOTE]
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