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Help me decide what superhero rpg to play
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<blockquote data-quote="Stacie GmrGrl" data-source="post: 5093446" data-attributes="member: 86279"><p>Well, it being d20 derived is one strike against it for me...to me its just a very boring game. </p><p> </p><p>As for 'logic' with systems, I either understand them or I don't. M&M just doesn't make sense to me. I understood Gurps and Hero system upon first reading, to me they have an internal system within its structure that makes sense to me. I read M&M, and, well, it just seems like a mess. The Power Level restrictions don't make sense to me, to me and this is just me, it seems to codify things to much within its structure. It's like everything is seperate from each other... Abilities then Feats than Powers than Saves than Skills. Its like, in a way, they are each sub systems withiin the system and nothing really ties them together but the fact that its d20 derived and therefore Feats just had to be kept because of its d20 origins, same for Saves... the game doesn't make sense.</p><p> </p><p>I don't like the Power scales, I mean, the default game is PL 10, and the distances of powers at rank 10 are sometimes just ungodly to me. Give me Silver Age Sentinels, give me BASH, give me Gurps Supers (and Gurps sucks for a supers game), those all make sense. </p><p> </p><p>M&M just seems like it kept to much from its d20 heritage and its just one, large, clump of subsystems within a system that, for me, just do not mesh well with each other. </p><p> </p><p>Just because i don't grasp it myself doesn't mean I don't see the good in it. It's use of Hero Points for characters is great. It does 'seem' simple for people who get it, it does play fast and loose at times, and for people who really like d20 games, then they will like this one also because of that familiarity. I see why people like it, but its not for me.</p></blockquote><p></p>
[QUOTE="Stacie GmrGrl, post: 5093446, member: 86279"] Well, it being d20 derived is one strike against it for me...to me its just a very boring game. As for 'logic' with systems, I either understand them or I don't. M&M just doesn't make sense to me. I understood Gurps and Hero system upon first reading, to me they have an internal system within its structure that makes sense to me. I read M&M, and, well, it just seems like a mess. The Power Level restrictions don't make sense to me, to me and this is just me, it seems to codify things to much within its structure. It's like everything is seperate from each other... Abilities then Feats than Powers than Saves than Skills. Its like, in a way, they are each sub systems withiin the system and nothing really ties them together but the fact that its d20 derived and therefore Feats just had to be kept because of its d20 origins, same for Saves... the game doesn't make sense. I don't like the Power scales, I mean, the default game is PL 10, and the distances of powers at rank 10 are sometimes just ungodly to me. Give me Silver Age Sentinels, give me BASH, give me Gurps Supers (and Gurps sucks for a supers game), those all make sense. M&M just seems like it kept to much from its d20 heritage and its just one, large, clump of subsystems within a system that, for me, just do not mesh well with each other. Just because i don't grasp it myself doesn't mean I don't see the good in it. It's use of Hero Points for characters is great. It does 'seem' simple for people who get it, it does play fast and loose at times, and for people who really like d20 games, then they will like this one also because of that familiarity. I see why people like it, but its not for me. [/QUOTE]
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