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<blockquote data-quote="Thomas Shey" data-source="post: 9169122" data-attributes="member: 7026617"><p>Yeah, but 20 Strength is a pretty high value for just "being in good shape" which could as easily be a depiction of a high end gymnast.</p><p></p><p></p><p></p><p>It doesn't matter. Almost no one was not going to want at least that much (at least at the super end) in each of those. And most of the other ways to get them were to buy them straight (effectively more expensively). It actively encouraged buy high Strength on <em>characters that shouldn't have it</em>. It was a perverse incentive.</p><p></p><p></p><p></p><p>The alternative was, in practice, to make the game not cover ground it needed to cover. There was no real third choice. At least it acknowledged that there were some areas that were, in practice, no way to balance completely while serving the function they needed to. They could have just left you completely at the mercy of figuring that out yourself.</p><p></p><p></p><p>(Generally, Hero tends to err on the side of being, if anything, <em>too</em> cautious to properly represent its genre if anything. You can discover this really quickly trying to build characters based around being insubstantial, for example. But super powers can be very hard to set up properly so that people don't almost accidentally fall into doing things that are tantamount to game breakers. In our M&M days, my wife once almost did one of these while putting together a new character and didn't realize the implications until I pointed it out to her).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9169122, member: 7026617"] Yeah, but 20 Strength is a pretty high value for just "being in good shape" which could as easily be a depiction of a high end gymnast. It doesn't matter. Almost no one was not going to want at least that much (at least at the super end) in each of those. And most of the other ways to get them were to buy them straight (effectively more expensively). It actively encouraged buy high Strength on [I]characters that shouldn't have it[/I]. It was a perverse incentive. The alternative was, in practice, to make the game not cover ground it needed to cover. There was no real third choice. At least it acknowledged that there were some areas that were, in practice, no way to balance completely while serving the function they needed to. They could have just left you completely at the mercy of figuring that out yourself. (Generally, Hero tends to err on the side of being, if anything, [I]too[/I] cautious to properly represent its genre if anything. You can discover this really quickly trying to build characters based around being insubstantial, for example. But super powers can be very hard to set up properly so that people don't almost accidentally fall into doing things that are tantamount to game breakers. In our M&M days, my wife once almost did one of these while putting together a new character and didn't realize the implications until I pointed it out to her). [/QUOTE]
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