Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?

Which one makes for the better superhero game? Hero System or Mutants & Masterminds?

  • Hero System

    Votes: 30 28.8%
  • Mutants & Masterminds

    Votes: 74 71.2%


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Except that in First Flight, he moves two moons to smash the ultimate weapon that is destroying OA. This is the Hal Jordan GL. But he did so only after merging with the core energy in the main power battery somehow.
Like I was saying with Superman, moving moons around is possible at any and every PL (with enough power points). Doing it temporarily is possible with a combination of many hero points and lots of extra effort, if you've got the right power set.
The lanterns have one of the most versatile and useful power sets ever given to a fictional character. That's a kind of power, and an extremely impressive one, but it's not raw power.
For me, and this is how I interpret M&M, it is level based to me.
Like I said earlier, before we can finish that discussion we all need to agree on what "level-based" means.
Oh, and nice try with the "friendly disagreement" phrasing.

If you ever want to have a non hostile discussion in a non combative way, don't ever :):):):)ing tell me what I do and not not understand. Keep it friendly, and telling me I do not understand something only sets me in a combative mood and I am not open to new information when in a combative mood. Telling someone this is just not friendly, it sets a hostile tone.
... Good point. Sorry, I'm often an inconsiderate jerk, largely because I don't realize I'm doing it at the time.
It was clear from your post that there had been a serious misunderstanding of some rules, and that this had heavily influenced your appraisal of the system. I meant to point that out. Apparently I did so in one of the most counter-productive and insulting manners available.
I apologize for that. It was unintentional and I will strive mightily to not do it again.
 



I'd hesitate to call MnM level based because it's not really designed to support advancement through a broad range of levels. Even a long running campaign still probably ends up within two levels of the initial PL. The levels aren't really operating as the quanta of advancement.
 

I'd hesitate to call MnM level based because it's not really designed to support advancement through a broad range of levels. Even a long running campaign still probably ends up within two levels of the initial PL. The levels aren't really operating as the quanta of advancement.

At 1 point per session, a weekly game would go through more than three levels in just a year.
 

At 1 point per session, a weekly game would go through more than three levels in just a year.
Only if power points translate into power levels.
They don't.
The "Power Level and Character Growth" section (page 25) makes it extremely clear that any increase in PL, and the frequency of that increase, is entirely at the GM's discretion. (It does provide a rule of thumb for those that want to use this option, which is where the 15 pp = +1 PL idea is found. Nowhere does the book suggest that this is anything more than a loose guideline; vastly different from how it treats the Toughness Save, skills, feats, or other rules of the game.)
 


At 1 point per session, a weekly game would go through more than three levels in just a year.
Only if that's what the GM chooses to do.

I'm just starting an M&M campaign. I've told the players to make 135pp PCs at PL 9. I've further told them that I intend to advance the campaign to PL 10 fairly quickly, but then remain at PL 10 indefinitely. (Right now I have in mind to stay at PL until they have about 190 to 200pp, but that's subject to change, especially given that I'm a new M&M GM.)

Power Level is not "level," as you seem to want to insist it is. PL could just as easily have been called "Power Tier." SK probably should have used another name, if the confusion and misinformation in this thread is any indication.
 

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