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Help! I need a rules-lite super hero RPG
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<blockquote data-quote="Stacie GmrGrl" data-source="post: 5080321" data-attributes="member: 86279"><p>Sure thing... All about Power Scale for me.</p><p> </p><p>I don't mean Power levels or power ranks, but what each rank number means. Here it is in a nutshell.</p><p> </p><p>MnM 1st edition is Marvel </p><p>MnM 2nd edition is DC </p><p> </p><p>They ramped up the power scales across the board, DC Heroes is really cosmic in feel. Marvel Supers is more low key, more earthbound to me, not so much cosmic. In first edition, and I'm just tossing numbers out without books in front of me, but its like a PL 10 power in second edition is like 3 or 4 times more powerful than that same PL 10 power in first edition, it's just bigger. They made everything in 2nd edition bigger. I didn't like that every average, starting character was already so epic in power scale. Hence, the Marvel/DC analogy.</p><p> </p><p>I also liked that in first edition your primary stats stopped at 20, human potential maxxed, and then to get a Super Strength it was literally from a power called Super Strength, and it increasess your Strength modifier instead of your strength stat. I liked that more, it was just easier for me. This also meant that your combat stats were more linked to your Abilities, and I personally like that. In 2nd edition they are split from each other, and I can't understand that. And in 2nd edition I can't get around the Power Level constraints in some aspects of the game, but not others...some powers are limited by PL, some are not. IMO, they made 2nd edition to rigid and structured, and less fun.</p><p> </p><p>Building Powers, for me, was also a little easier in first edition. Not as many fiddly bits to look at or build powers with, and yet it was just as versatile to me. </p><p> </p><p>The one thing they did do better in 2nd edition is Complications, and how Equipment is handled with the Equipment/Gear power, and how Hero Points go up incrementally through a session. I like those bits. However, ovverall, to me, MnM and both editions, are not that good.</p><p> </p><p>That's why I love Hero system. not meant to be a thread hijack at all, just saying why. Hero system doesn't use Power Level as a determiner. What it uses is a Power Limitation during character creation where no power can be built with a total number of points determined by the GM. So if she says, Make any power you want, but no single power can be build with more than 60 Active Points, then I'm limited, but to me its more free than saying, Power Level 10. Idk why it is, but for me, Hero's internal logic just makes more sense to me. It's limited by total amount of points you can have in a single power. Mutants and Masterminds doesn't do that, and if it tried it would seriously break the system because of how rigid it is structured.</p></blockquote><p></p>
[QUOTE="Stacie GmrGrl, post: 5080321, member: 86279"] Sure thing... All about Power Scale for me. I don't mean Power levels or power ranks, but what each rank number means. Here it is in a nutshell. MnM 1st edition is Marvel MnM 2nd edition is DC They ramped up the power scales across the board, DC Heroes is really cosmic in feel. Marvel Supers is more low key, more earthbound to me, not so much cosmic. In first edition, and I'm just tossing numbers out without books in front of me, but its like a PL 10 power in second edition is like 3 or 4 times more powerful than that same PL 10 power in first edition, it's just bigger. They made everything in 2nd edition bigger. I didn't like that every average, starting character was already so epic in power scale. Hence, the Marvel/DC analogy. I also liked that in first edition your primary stats stopped at 20, human potential maxxed, and then to get a Super Strength it was literally from a power called Super Strength, and it increasess your Strength modifier instead of your strength stat. I liked that more, it was just easier for me. This also meant that your combat stats were more linked to your Abilities, and I personally like that. In 2nd edition they are split from each other, and I can't understand that. And in 2nd edition I can't get around the Power Level constraints in some aspects of the game, but not others...some powers are limited by PL, some are not. IMO, they made 2nd edition to rigid and structured, and less fun. Building Powers, for me, was also a little easier in first edition. Not as many fiddly bits to look at or build powers with, and yet it was just as versatile to me. The one thing they did do better in 2nd edition is Complications, and how Equipment is handled with the Equipment/Gear power, and how Hero Points go up incrementally through a session. I like those bits. However, ovverall, to me, MnM and both editions, are not that good. That's why I love Hero system. not meant to be a thread hijack at all, just saying why. Hero system doesn't use Power Level as a determiner. What it uses is a Power Limitation during character creation where no power can be built with a total number of points determined by the GM. So if she says, Make any power you want, but no single power can be build with more than 60 Active Points, then I'm limited, but to me its more free than saying, Power Level 10. Idk why it is, but for me, Hero's internal logic just makes more sense to me. It's limited by total amount of points you can have in a single power. Mutants and Masterminds doesn't do that, and if it tried it would seriously break the system because of how rigid it is structured. [/QUOTE]
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