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<blockquote data-quote="billd91" data-source="post: 5704155" data-attributes="member: 3400"><p>I guess it depends on what you're trying to do - what sort of feel and operation you're trying to get.</p><p></p><p>I like both Champions and Mutants and Masterminds for their ability to mimic elements of comic superhero action - both in subtle design of powers and in heroic action. Champions is particularly good at modeling differences between killing attacks and regular attacks. Mutants and Masterminds with its Damage Save mechanic is really good at handling superhero fights that heroes bounce back from without using a pool of hit points (stun points, body points, whatever) to ablate.</p><p>Mutants and Masterminds is also really good with dealing with complications in a hero's life. Rather than have disadvantages that give the character build points (that exist whether or not the GM actually includes the disadvantage in a session), M&M gives out hero points whenever a complication (or even significant defeat) affects a character.</p><p>For other superhero games, Villains and Vigilantes is really good at handling characters with broad powers like weather control (which is EXPENSIVE in Champions). It's also rules-lighter than Champions and so is really good for getting a beginner group up and playing.</p><p></p><p>In other genre, I like Call of Cthulhu's sanity track. It's a nice way to handle a second way for a character to be taken out of action rather than just getting physically beat up.</p><p></p><p>Other people may balk at it, but I always loved the Traveller/MegaTraveller character generation system. There's a lot of random rolling but it makes it a mini-game to play before the game actually starts. How far can you push your pre-adventuring career to get more skills and benefits before your physical stats collapse on you (or you get mustered out for an injury)?</p><p></p><p>I've only started delving into Torg but I think it has some nice narrative tools for the players to use - from cards that offer modifiers to subplots.</p><p></p><p>James Bond 007's opposed task bidding system was pretty cool too. And the play example illustrating it is brilliant (drawn from a car chase in Goldfinger). The player basically starts bidding with a difficulty level and the GM then bids against him until the resolution determines the outcome. More difficult bidding compared to your opponent yield more dramatic results - success or failure.</p><p></p><p>I really like what Pathfinder has done with a number of old D&Disms including offering benefits for PCs who stay in their initial class rather than multiclass, handling energy drain without affecting a character's level, and learning to use skills outside of your normal class package.</p><p></p><p>MegaTraveller had a pretty good action interruption system. Each side in a fight could have one active interruption going at a time. For example, one character breaks cover to try to move up to a doorway. The opposition interrupts to fire at him. That's the interrupt for the opposition side. An ally of the moving character interrupts to offer cover fire for the runner. That's the interruption for the PC side. No more interruptions are allowed and they are resolved in reverse order. Suppressive fire - if that doesn't take the NPC out, he gets his shot at the running PC - then the PC makes it to the doorway if he, in turn survives.</p></blockquote><p></p>
[QUOTE="billd91, post: 5704155, member: 3400"] I guess it depends on what you're trying to do - what sort of feel and operation you're trying to get. I like both Champions and Mutants and Masterminds for their ability to mimic elements of comic superhero action - both in subtle design of powers and in heroic action. Champions is particularly good at modeling differences between killing attacks and regular attacks. Mutants and Masterminds with its Damage Save mechanic is really good at handling superhero fights that heroes bounce back from without using a pool of hit points (stun points, body points, whatever) to ablate. Mutants and Masterminds is also really good with dealing with complications in a hero's life. Rather than have disadvantages that give the character build points (that exist whether or not the GM actually includes the disadvantage in a session), M&M gives out hero points whenever a complication (or even significant defeat) affects a character. For other superhero games, Villains and Vigilantes is really good at handling characters with broad powers like weather control (which is EXPENSIVE in Champions). It's also rules-lighter than Champions and so is really good for getting a beginner group up and playing. In other genre, I like Call of Cthulhu's sanity track. It's a nice way to handle a second way for a character to be taken out of action rather than just getting physically beat up. Other people may balk at it, but I always loved the Traveller/MegaTraveller character generation system. There's a lot of random rolling but it makes it a mini-game to play before the game actually starts. How far can you push your pre-adventuring career to get more skills and benefits before your physical stats collapse on you (or you get mustered out for an injury)? I've only started delving into Torg but I think it has some nice narrative tools for the players to use - from cards that offer modifiers to subplots. James Bond 007's opposed task bidding system was pretty cool too. And the play example illustrating it is brilliant (drawn from a car chase in Goldfinger). The player basically starts bidding with a difficulty level and the GM then bids against him until the resolution determines the outcome. More difficult bidding compared to your opponent yield more dramatic results - success or failure. I really like what Pathfinder has done with a number of old D&Disms including offering benefits for PCs who stay in their initial class rather than multiclass, handling energy drain without affecting a character's level, and learning to use skills outside of your normal class package. MegaTraveller had a pretty good action interruption system. Each side in a fight could have one active interruption going at a time. For example, one character breaks cover to try to move up to a doorway. The opposition interrupts to fire at him. That's the interrupt for the opposition side. An ally of the moving character interrupts to offer cover fire for the runner. That's the interruption for the PC side. No more interruptions are allowed and they are resolved in reverse order. Suppressive fire - if that doesn't take the NPC out, he gets his shot at the running PC - then the PC makes it to the doorway if he, in turn survives. [/QUOTE]
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