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<blockquote data-quote="Fedifensor" data-source="post: 3413628" data-attributes="member: 7289"><p>Go to any number of martial arts exhibitions around the country, and you'll see guys breaking bricks in half - without superpowers. Not to mention that this is a genre where a man can throw a shield, knock out three goons, then catch that shield again - all without anything more than intensive training. I bet if you search through enough Daredevil comics, you'll find him breaking through a brick wall (maybe using his special senses to find the weak spot). Batman has probably done the same.</p><p></p><p></p><p></p><p>I don't know why you keep going back to the "characters don't stray far from the median". There are more 'steps' in the typical Champions range of 7d6 to 14d6 (14 counting +1/2d6, or 21 if you include the +1 option from Ultimate Brick). In a typical PL 10 game of M&M, the damage range available to characters is less than 14 steps. So I'm not getting where M&M has the advantage. Sure, a lucky roll could have a street thug drop anyone without Impervious defenses in M&M...but I see that as a weakness of the system, not a strength.</p><p></p><p></p><p></p><p>There are many villains that have low enough defenses to be stunned with a lucky roll. I remember one time when a martial artist did over 40 STUN with an 8d6 attack - enough to punch through the bad guy's defenses and stun him.</p><p></p><p>Also remember that defenses aren't always force fields or invulnerability - take a look at "Combat Luck" in the 5E book. It helps prevent one-shotting the bad guy...how many comics do you read where the hero faces his archnemesis, and drops him with a single swing?</p><p></p><p></p><p></p><p>They're as diverse as M&M characters. Moreso, actually, since its a more complex system. The downside is the extra time it takes to generate characters, but I feel it's worth it. If you prefer a simpler system that runs faster, then HERO probably isn't for you. But saying that you can't reflect the superhero genre properly with Champions is simply untrue.</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 3413628, member: 7289"] Go to any number of martial arts exhibitions around the country, and you'll see guys breaking bricks in half - without superpowers. Not to mention that this is a genre where a man can throw a shield, knock out three goons, then catch that shield again - all without anything more than intensive training. I bet if you search through enough Daredevil comics, you'll find him breaking through a brick wall (maybe using his special senses to find the weak spot). Batman has probably done the same. I don't know why you keep going back to the "characters don't stray far from the median". There are more 'steps' in the typical Champions range of 7d6 to 14d6 (14 counting +1/2d6, or 21 if you include the +1 option from Ultimate Brick). In a typical PL 10 game of M&M, the damage range available to characters is less than 14 steps. So I'm not getting where M&M has the advantage. Sure, a lucky roll could have a street thug drop anyone without Impervious defenses in M&M...but I see that as a weakness of the system, not a strength. There are many villains that have low enough defenses to be stunned with a lucky roll. I remember one time when a martial artist did over 40 STUN with an 8d6 attack - enough to punch through the bad guy's defenses and stun him. Also remember that defenses aren't always force fields or invulnerability - take a look at "Combat Luck" in the 5E book. It helps prevent one-shotting the bad guy...how many comics do you read where the hero faces his archnemesis, and drops him with a single swing? They're as diverse as M&M characters. Moreso, actually, since its a more complex system. The downside is the extra time it takes to generate characters, but I feel it's worth it. If you prefer a simpler system that runs faster, then HERO probably isn't for you. But saying that you can't reflect the superhero genre properly with Champions is simply untrue. [/QUOTE]
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