Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?

Which one makes for the better superhero game? Hero System or Mutants & Masterminds?

  • Hero System

    Votes: 30 28.8%
  • Mutants & Masterminds

    Votes: 74 71.2%

FWIW, I picked M&M -- shock! Champions was my game of choice for most of a decade, but I eventually got tired of some of its conventions, and moved on to GURPS as the go-to system (not for the same sort of superhero games as I ran in Champions, though! The GURPS supers stuff I did was much grittier, and not nearly as long-lasting as the Champions campaigns). Nowadays, M&M is definitely my superhero game of choice.

I think I'm paraphrasing someone (Bill Stoddard?), but I think Hero/Champions does an excellent job of simulating superpowers, but not such a great job of emulating comic books. Champions fights don't really feel like comic book fights to me; M&M gets much closer, for me.

One not yet mentioned reason that multiple attacks on one target in M&M is bad is essentially because of the way the damage mechanics work -- the target makes a save on a single d20, which can be wildly swingy. Hero points (or GM fiat to mimic said) offset that swinginess; if you get multiple attacks per round, the extra attacks bypass hero points (you can only spend one HP to reroll, remember). Once an attack stuns the opponent, all the rest are much more likely to succeed, and force even more Toughness saves.

Having multiple attacks becomes the ticket to combat effectiveness, and combat risks degenerating into an initiative check (whoever goes first will tend to win, thanks to multiple attacks). (See also: Shadowrun, 1e & 2e. :) )

You could maybe deal with that by accounting for the extra attacks in PL calculations -- i.e., the more attacks you have, the lower damage they have to be. But that would be hard to do right. Combined with the fact that multiple attacks slow down play, and it seems cleaner to do things the way M&M does them now.

BTW, you can use autofire to attack multiple people in M&M -- IIRC, it works like Autofire used to work in Hero (it's been a long time since I looked at Hero Autofire, though), and I would certainly let a speedster combine Move-by Action and an Autofire Strike to strafe a bunch of people. A Targeted Area Strike would be more effective, though.
 
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Again- as I've said- its not that iterative attack options are entirely absent in M&M, its just that they're a lot more elegant and intuitive in HERO. As common a schtick as multiple attacks for speedsters is in the source material, it shouldn't be expensive and unbalancing to the system. In HERO, its neither.

It also shouldn't involve workarounds.

And, FWIW, there are probably a dozen or so ways of doing iterative attacks- or anything else, for that matter- in HERO, as compared to just a few in M&M.

Which, in all honesty, is almost as much a bug as a feature.;) Its great to have many options on how to model a superheroic effect...you're almost always guaranteed to be able to find a way to exactly model the effect the peculiar way in which you think it should work for that PC.

But with so many ways of doing the same thing, adjudication can occasionally be a bear.
 

Again- as I've said- its not that iterative attack options are entirely absent in M&M, its just that they're a lot more elegant and intuitive in HERO.

<shrug> Not in my opinion; but my HERO experience is largely a couple of editions old, now, so maybe it got more elegant and intuitive.
 

The correct answer to your poll is... both! :D

Best answer for you is right there :)

I've played both ... and enjoy both. Really, the games aren't that different and are more like different flavors of ice cream rather than anything else. Both are still ice cream ... and both taste great :) It really depends on what flavor you enjoy in the long run :D
 

To me it's a difficult question, because they're both good at different things.

For creating a character, Mutants and Masterminds has no equal in the world of roleplaying games when you bring in Ultimate Powers. Flexible, open-ended it's really able to do just about anything I've thrown at it.

On the other hand, and this is just my experience, when you get into a combat, Hero is just head and shoulders better. The combat runs slower, but it flows in ways the Mutants and Masterminds just doesn't. The problem for me is the whole attack/damage/toughness save system in M&M that just doesn't excite me. Toughness saves just don't encapsulate the flow of a good supers battle, and require meta resources (hero points) to avoid characters getting stun locked and just having no fun at all in a fight.

So for me, designing a character in M&M and porting it over to Hero for combat, well, that would be heaven in gaming.

--Steve
 

Given a choice of only those two systems, I have to say M&M as it is far faster to run and play (and I've played both).
 

I just want to add one thing that I left out in my previous post. Despite, choosing M&M, two of the things that I like better about Hero System
1. Grappling Rules (which I adapted to M&M)
2. Martial Arts maneuvers vs. M&M's fiddly feats (accurate attack, power attack, etc.).
 

My most recent M&M campaign fell apart in part due to the fact that M&M doesn't have a straightforward and intuitive way of having a speedster do an Autofire punch or series of move-by attacks over a wide area- classic speedster schtick.

Hmm I found this very easy IMO... Super-Speed with Alternate Effect Rapid Fire and the Extra: Selective to attack all the badguys in an certain Area of Effect, and if you want to do extra damage add Strike to describe 'hundred-punches a second'

But then HEROES has lots of ways to do this also. I like both games, with M&M edging out HERO for superhero gaming. (but lately I have been really like BASH Ultimite Edition).
 

Hmm I found this very easy IMO... Super-Speed with Alternate Effect Rapid Fire and the Extra: Selective to attack all the badguys in an certain Area of Effect, and if you want to do extra damage add Strike to describe 'hundred-punches a second'

But then HEROES has lots of ways to do this also. I like both games, with M&M edging out HERO for superhero gaming. (but lately I have been really like BASH Ultimite Edition).

In M&M, that's a power + alt effect* + Extra + power.

In HERO, most people would do it as a Power + Advantage + basic combat rules...possibly with a Multipower* on top to model all the other super-speed stunts (vibratory attacks, phasing through matter, FTL, heat/sonic attacks, etc.), for some, even some martial arts maneuvers to improve the odds of success. HERO's take is a bit more streamlined.

*To be completely fair, the way M&M handles alt effects is similar to the way HERO does Multipowers.
 
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Hmm I found this very easy IMO... Super-Speed with Alternate Effect Rapid Fire and the Extra: Selective to attack all the badguys in an certain Area of Effect, and if you want to do extra damage add Strike to describe 'hundred-punches a second'
You know need Selective. Rapid Fire allows -- not requires -- you to attack each target within (rank*5) feet.
 

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