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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5079448" data-attributes="member: 19675"><p>I've been playing HERO since it came out in the 1980s. And when it came out, I grasped it instantly. Since that point, it has been my favorite system, bar none. (Well, except for that flirtation with the FUZION system, that is...*shudder*...I'm glad they ditched that experiment!)</p><p></p><p>In that time, I've introduced several people to the game, including a few non-gamers. Never had a problem with someone trying to figure out how do get their desired result. The only issues came with doing that <em>efficiently</em>...and that issue doesn't matter if 1) everyone is about as equally inefficient or 2) the inexperienced players ask for & receive assistance from more experienced ones.</p><p></p><p>M&M, though...</p><p></p><p>I grokked the game fairly easily, as did my players. However, those players- every last one of them at the very least experienced with 3Ed/3.5Ed from the release date of those games, if not other RPGs as well- were constantly peppering me with build questions. The multi-shot thing wasn't the only issue (which arose with the Speedster and the "Über-Marksman")- they simply didn't find M&M's design choices to be to their liking. M&M's take on autofire didn't feel like autofire to them.</p><p></p><p>Now, while its true that a HERO autofire attack may just bounce off of someone's defense or involve a lot of dice rolling, not everyone will agree that this is a bad thing.</p><p></p><p>As for Disads? I do have to agree that some of them are only as good as the GM who is running the campaign. I, for one, made sure I made those Hunted/Hunter/DNPC rolls or had NPCs grab Foci, but I know that many HERO GMs didn't.</p><p></p><p>But I also have to agree with your later assessment of M&M as being more dependent on GM fiat. To me, at least, HERO simply doesn't seem as easy to "break" as M&M has proven itself to be.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5079448, member: 19675"] I've been playing HERO since it came out in the 1980s. And when it came out, I grasped it instantly. Since that point, it has been my favorite system, bar none. (Well, except for that flirtation with the FUZION system, that is...*shudder*...I'm glad they ditched that experiment!) In that time, I've introduced several people to the game, including a few non-gamers. Never had a problem with someone trying to figure out how do get their desired result. The only issues came with doing that [I]efficiently[/I]...and that issue doesn't matter if 1) everyone is about as equally inefficient or 2) the inexperienced players ask for & receive assistance from more experienced ones. M&M, though... I grokked the game fairly easily, as did my players. However, those players- every last one of them at the very least experienced with 3Ed/3.5Ed from the release date of those games, if not other RPGs as well- were constantly peppering me with build questions. The multi-shot thing wasn't the only issue (which arose with the Speedster and the "Über-Marksman")- they simply didn't find M&M's design choices to be to their liking. M&M's take on autofire didn't feel like autofire to them. Now, while its true that a HERO autofire attack may just bounce off of someone's defense or involve a lot of dice rolling, not everyone will agree that this is a bad thing. As for Disads? I do have to agree that some of them are only as good as the GM who is running the campaign. I, for one, made sure I made those Hunted/Hunter/DNPC rolls or had NPCs grab Foci, but I know that many HERO GMs didn't. But I also have to agree with your later assessment of M&M as being more dependent on GM fiat. To me, at least, HERO simply doesn't seem as easy to "break" as M&M has proven itself to be. [/QUOTE]
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