Don't "no" me. There is a revised 5th edition, which is why there are cheap 5th-edition books out there.ShinHakkaider said:
Don't "no" me. There is a revised 5th edition, which is why there are cheap 5th-edition books out there.ShinHakkaider said:
I think you would be hard pressed to find anyone who didn't put Dr. Doom on a top 5 Marvel villains list and Red Skull is a mastermind villain in the mold of Moriarty or Fu Manchu.Felon said:Dr. Doom and The Red Skull aren't powerhouses.
I believe his point is that Revised wasn't published "within the first few months of its release." It was published over 3 years later.Felon said:Don't "no" me. There is a revised 5th edition, which is why there are cheap 5th-edition books out there.
I think the trade-off of attack and damage, defense and saves, works nicely. It provides not only mechanical balance, but it is true to the genre. Thor can level a city block, but his aim is kind of wild. Hawkeye's arrows may not do a ton of damage, but he can shoot a fly at a 1000 paces. Spidey dodges attacks, while Hulk sucks it up.BkMamba said:I have never had any problem with this in M&M. Two weekends ago I ran three FLGS demos with the system using the Avengers against the Legion of Doom. All of the Avengers were the same PL they just had differenet point totals. The guy playing Hawkeye had just as much fun as the guy playing Thor.
One of the great things about M&M is that someone doing +5 Damage can still be effective in the game. The 10 Toughness villain still has a 45% chance of taking Damage from the Blast 5; everyone does not need to do +10 Damage to be considered effective. This allows characters to have a huge potential Damage Range in the game. This is in direct contrast to a game like HERO where someone with a 5d6 Energy Blast would be completely useless in a game where everyone else is doing 10d6+.
Limitations don't factor in Active Point cost. Only the Power and any Advantages.buzz said:This reminds me of another important thing to remember: comparing # of dice in HERO doesn't really tell you enough. What matters is total Active Points. A 10d6 EB is not better than a 5d6 EB if the former has Reduced Penetration and Only Works Underwater while the later is Armor Piercing or NND and has Autofire.
Felon said:Don't "no" me. There is a revised 5th edition, which is why there are cheap 5th-edition books out there.
HERO 5th has point guidelines for various campaign levels and types. The GM putting those guidelines in place is HERO's equivalent of M&M's PL cap. Def 20 is at the top of the scale for Standard 350pt supers. Def 35 is up in the top end of the 600pt supers range. It's not fair of you to hold M&M to one standard and HERO to another in order to make your argument.BkMamba said:Buzz, did you even read what you just typed above? 20 is the MAXIMUM in a 350 point Champions game? So you are telling me every 350 point character with greater then a 20 is breaking the rules because they are exceeding the MAXIMUM allowed?
20 is not the average. I don't know kind of campaigns you were playing in where starting supers were walking around with 35 Def. Even nonresistant, a high STR brick would have to shell out upwards of 50 points for 35 PD/ED. Make that Def resistant and add another 30-40 points or so. That's a very big investment for a 350pt super, assuming they had a GM crazy enough to allow it.BkMamba said:No. Not at all. For every guy with a 15 Defense there are just as many guys with a 35 Defense in HERO. 20 is the AVERAGE not the MAXIMUM just as I stated above.
I know. I'm assuming you're beefing up that puny 5d6 with some Advantages. The 10d6 water-blast was hyperbole.Felon said:Limitations don't factor in Active Point cost. Only the Power and any Advantages.
NND it is, then.Felon said:And about the only way for that 5d6 blast to break even with the 10d6 one is to be NND. Even armor-piercing and Autofire is, statistically, weak against equivalent defenses.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.