Those who know me IRL know that I've been a long-time vocal proponent of HERO as the Super Hero RPG.kigmatzomat said:I like HERO as a concept (I like detail heavy games like Heavy Gear & Mechwarrior) but trying to teach it to players....ack! The game mechanics themselves aren't so bad but the creation is like pulling teeth. I've got two players who still get hung up creating 1st level d20 characters!
CNM and other well-implemented Fuzion games seemed like a best of all worlds to me; a reasonable amount of granularity (meaning "does not overwhelm new players"), straightforward character creation, reasonable mechanics. YMMV.
Seeten said:The Tick is easy. M&M doesnt care whether its armor, skin, force fields, the saves all mean the same thing. Arthur would be up to the players, but I'd call him a sidekick. Give him "Jumping: Limited to buildings"
Swamp Thing can use a variable power pool, like Magic, to purchase all his effects as alternate powers of "One with the Green" including teleport(limited, through green), regeneration(Limited, touching green only) etc. Absolutely not difficult to model. In fact, all the DC characters are already done in a pdf.
Anyone who claims powers cannot be modelled in M&M just has never looked at the book. Its clear to me that people who love Hero have never so much as looked at M&M, because its power gen system is fullbore, and it can do anything. I am fine with people having specific complaints(which I am fairly sure I can dispel) but making up stuff about a system you've never read is not necessary.
I've made characters for Champions, and I've made characters for M&M, and M&M is both easier, and more robust. It also doesnt require a scientific calculator, or 200 points of disadvantages, like Champions does, and from the sounds of it, like Hero does.
Mutants and Masterminds is incredible. Its a better use of d20 than D&D if you ask me.
Also, yes, I'm a fanboy.
Anyone who claims powers cannot be modelled in M&M just has never looked at the book. Its clear to me that people who love Hero have never so much as looked at M&M, because its power gen system is fullbore, and it can do anything.
buzz said:I would highly reccomend newbies and disgruntled veterans to check out Sidekick, a 126pp distillation of the current HERO rules. It boils HERO down to the basics for easy digestion, and also leaves out many of the fiddly bits veterans may have come to dislike.

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