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<blockquote data-quote="PrunellaUK" data-source="post: 9537633" data-attributes="member: 7048285"><p>There's an interesting feature of supers games - particularly those with point build systems - that is best described as an escalating arms race between attack and defence. Which is not to say that other genres don't have this. Fantasy games such as <em>PF</em>, <em>D&D</em>, and <em>Sword World</em>, frequently feature tanks, glass cannons, and the like. However, these systems have built-in guardrails to provide balance and prevent lopsided character builds. (Which is not to say you cannot do it, but you have to really work at it.)</p><p></p><p>I find most superhero creation systems tend to be opaque on this matter from the start. It takes serious study to find the balance point between attack and defence (or the benefits of one power over another). Let a n00b loose in these sandpits and they are likely to come back with wonky characters who are either OP or will topple over in a light breeze. (This has happened to me numerous times as GM.) Given the propensity of a lot of players NOT to do their homework on this until they are really invested in a game system, you have a substantial hurdle for the GM to clear. Do they just allow players their weird builds and deal with the consequences (and complaints) that might turn players off from the game? Or do they intervene and guide player builds to be more balanced? For my sins I trend towards the latter.</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9537633, member: 7048285"] There's an interesting feature of supers games - particularly those with point build systems - that is best described as an escalating arms race between attack and defence. Which is not to say that other genres don't have this. Fantasy games such as [I]PF[/I], [I]D&D[/I], and [I]Sword World[/I], frequently feature tanks, glass cannons, and the like. However, these systems have built-in guardrails to provide balance and prevent lopsided character builds. (Which is not to say you cannot do it, but you have to really work at it.) I find most superhero creation systems tend to be opaque on this matter from the start. It takes serious study to find the balance point between attack and defence (or the benefits of one power over another). Let a n00b loose in these sandpits and they are likely to come back with wonky characters who are either OP or will topple over in a light breeze. (This has happened to me numerous times as GM.) Given the propensity of a lot of players NOT to do their homework on this until they are really invested in a game system, you have a substantial hurdle for the GM to clear. Do they just allow players their weird builds and deal with the consequences (and complaints) that might turn players off from the game? Or do they intervene and guide player builds to be more balanced? For my sins I trend towards the latter. [/QUOTE]
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