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Hero 5th ed Vs M&M
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<blockquote data-quote="Dragonblade" data-source="post: 2194341" data-attributes="member: 2804"><p>I actually prefer Hero 5th to M&M. I played M&M when it first came out and certain things bugged me about the system. First of all I feel its overly abstract, especially in combat. I also think the damage save system makes combat a little too fast. As a GM, I like to have a certain amount of control over how long a combat takes and how it flows. With M&M it can all be over with a couple good d20 rolls. Either for the PCs or for the bad guys. Yes, there are hero points, but I feel they are a metagame patch on what I consider a flaw in the system.</p><p></p><p>Second of all, although its common for GMs in Hero to set an active point cap on powers and abilities, I have never seen two characters who are similar in any Hero campaign I have run. With M&M's power level based point cap, I have found that a lot of players tend to make characters who are virtually identical to each other mechanics wise. Only their special effects differentiates them. To a point that is ok. But it really bugged me the way it affected my M&M games.</p><p></p><p>M&M also has a problem with front-loaded powers. For just a few character points, pretty much anyone can take both Invisibility and Incorporeal. Two extremely useful powers.</p><p></p><p>I do think M&M is a very slick system. But its not the be all end all that some people think it is. Neither is Hero. Hero combat can be slow and complex, especially for newbies. One thing I'll give props to M&M for is their setting and sourcebooks. Freedom City is one of the best superhero setting books I have ever seen. I highly recommend it regardless of which supers system you choose.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 2194341, member: 2804"] I actually prefer Hero 5th to M&M. I played M&M when it first came out and certain things bugged me about the system. First of all I feel its overly abstract, especially in combat. I also think the damage save system makes combat a little too fast. As a GM, I like to have a certain amount of control over how long a combat takes and how it flows. With M&M it can all be over with a couple good d20 rolls. Either for the PCs or for the bad guys. Yes, there are hero points, but I feel they are a metagame patch on what I consider a flaw in the system. Second of all, although its common for GMs in Hero to set an active point cap on powers and abilities, I have never seen two characters who are similar in any Hero campaign I have run. With M&M's power level based point cap, I have found that a lot of players tend to make characters who are virtually identical to each other mechanics wise. Only their special effects differentiates them. To a point that is ok. But it really bugged me the way it affected my M&M games. M&M also has a problem with front-loaded powers. For just a few character points, pretty much anyone can take both Invisibility and Incorporeal. Two extremely useful powers. I do think M&M is a very slick system. But its not the be all end all that some people think it is. Neither is Hero. Hero combat can be slow and complex, especially for newbies. One thing I'll give props to M&M for is their setting and sourcebooks. Freedom City is one of the best superhero setting books I have ever seen. I highly recommend it regardless of which supers system you choose. [/QUOTE]
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