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<blockquote data-quote="Dr. Confoundo" data-source="post: 3572399" data-attributes="member: 129"><p>The two character generation systems (HERO and M&M) are *extremely* similar. I would argue that M&M took the HERO system and removed all of the problems. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I played Champions for a long time, and I could never make a character without a spreadsheet or a calculator at the minimum. M&M has simplified things enormously.</p><p></p><p>I'm sure that people could and have run HERO games as easily as I've been running M&M games, but you said it yourself - it took you years of playing to be familiar enough to run it on the fly... This is my first campaign of running (or playing) M&M 2e, with very limited experience with 1e. This system is intuitive and balanced enough that I can already run it on the fly.</p><p></p><p>The power skill in Champions is a good idea, but it would still get bogged down by the more complicated math of the system. If I'd want to power stunt something like making my 10d6 EB into an AE NND field, I'd have to do some serious accounting (which I am awful at) to get it to balance. In M&M, a few quick shifts of ranks, and I'm good to go.</p><p></p><p>I really enjoyed the Champions system, so don't think for a second that I am putting it down. I still buy the sourcebooks fairly regularly. M&M is just way easier to learn and teach, and the simplifications that it has made over it's HERO-ic predecessor make it a hands-down winner.</p></blockquote><p></p>
[QUOTE="Dr. Confoundo, post: 3572399, member: 129"] The two character generation systems (HERO and M&M) are *extremely* similar. I would argue that M&M took the HERO system and removed all of the problems. ;) I played Champions for a long time, and I could never make a character without a spreadsheet or a calculator at the minimum. M&M has simplified things enormously. I'm sure that people could and have run HERO games as easily as I've been running M&M games, but you said it yourself - it took you years of playing to be familiar enough to run it on the fly... This is my first campaign of running (or playing) M&M 2e, with very limited experience with 1e. This system is intuitive and balanced enough that I can already run it on the fly. The power skill in Champions is a good idea, but it would still get bogged down by the more complicated math of the system. If I'd want to power stunt something like making my 10d6 EB into an AE NND field, I'd have to do some serious accounting (which I am awful at) to get it to balance. In M&M, a few quick shifts of ranks, and I'm good to go. I really enjoyed the Champions system, so don't think for a second that I am putting it down. I still buy the sourcebooks fairly regularly. M&M is just way easier to learn and teach, and the simplifications that it has made over it's HERO-ic predecessor make it a hands-down winner. [/QUOTE]
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