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<blockquote data-quote="SteveC" data-source="post: 3409867" data-attributes="member: 9053"><p>I would like to point out that this is a bit of an over simplification for both systems. A character running around with a +4 damage attack in M&M is going to be very frustrated in a power level 10 game, as he will be largely ineffective against most targets. He'd be completely ineffective against six of the 13 character archetypes in the M&M game book because of the "impervious" power. In a campaign that I ran, the comments "great job! Batman just caused another bruise!" were made derisively at the expense of on of the characters throughout the campaign. It really was pretty silly.</p><p></p><p>Low damage attacks in Hero can be quite effective against low powered opponents, but they are not useful in most cases against powerful villains. That was a deliberate decision made by the designers, and not a mistake.</p><p></p><p>The question I'd raise is whether or not you want an extremely low powered attack to have a chance of taking out a powerful character. A +1 damage knife has a 25% chance of causing some injury to an average power level 10 character. That's the lowest level damage effect you can model buy purchasing a power. Does that make <strong>more</strong> sense than the Hero system rule?</p><p></p><p>Now in practice, characters in M&M can use maneuvers like Power Attack to trade hits for damage, which is a common thing for characters that have a lot of accuracy but little punch, but Hero system characters can do the same thing. For those of you not familiar with Hero, it has a mechanic where characters can apply "levels" to either affect their chance to hit (in effect raise their attack bonus) or apply them to damage. Every +2 bonus to hit can become +1D6. This is something that characters can use to improve their weak attacks to respectable levels. I think this is an example of how both systems can get the same results, but get to it in a different way.</p><p></p><p>I like both Hero and M&M, and the reason for this is that both games are designed to to a variety of things quite well...they just do them in a different manner and approach them from a different angle.</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 3409867, member: 9053"] I would like to point out that this is a bit of an over simplification for both systems. A character running around with a +4 damage attack in M&M is going to be very frustrated in a power level 10 game, as he will be largely ineffective against most targets. He'd be completely ineffective against six of the 13 character archetypes in the M&M game book because of the "impervious" power. In a campaign that I ran, the comments "great job! Batman just caused another bruise!" were made derisively at the expense of on of the characters throughout the campaign. It really was pretty silly. Low damage attacks in Hero can be quite effective against low powered opponents, but they are not useful in most cases against powerful villains. That was a deliberate decision made by the designers, and not a mistake. The question I'd raise is whether or not you want an extremely low powered attack to have a chance of taking out a powerful character. A +1 damage knife has a 25% chance of causing some injury to an average power level 10 character. That's the lowest level damage effect you can model buy purchasing a power. Does that make [b]more[/b] sense than the Hero system rule? Now in practice, characters in M&M can use maneuvers like Power Attack to trade hits for damage, which is a common thing for characters that have a lot of accuracy but little punch, but Hero system characters can do the same thing. For those of you not familiar with Hero, it has a mechanic where characters can apply "levels" to either affect their chance to hit (in effect raise their attack bonus) or apply them to damage. Every +2 bonus to hit can become +1D6. This is something that characters can use to improve their weak attacks to respectable levels. I think this is an example of how both systems can get the same results, but get to it in a different way. I like both Hero and M&M, and the reason for this is that both games are designed to to a variety of things quite well...they just do them in a different manner and approach them from a different angle. --Steve [/QUOTE]
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