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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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<blockquote data-quote="Thanee" data-source="post: 5079479" data-attributes="member: 478"><p>And that is different in M&M?</p><p></p><p>The damage save is basically the damage roll, just done by the defender and not by the attacker.</p><p></p><p>If the attack's damage isn't up to the PL limit, it will be rather ineffective.</p><p></p><p>What's simpler in M&M is, that you don't have the STUN/BODY bookkeeping.</p><p></p><p></p><p></p><p>Why pointless? I like it very much. Cumbersome, to a degree, yes, certainly. But pointless? No way. It definitely has a point, and a lot of uses, that without such a system do not exist.</p><p></p><p>For example, one character I made had a mecha suit that had energy reserves, which could be used in emergency to boost some of its various systems temporarily and to relocate energy between its systems (kinda like what you could do in the old X-Wing/Tie-Fighter games, where you could allocate more energy on the shields, or on the weapons, or on the engine to get a boost where it is needed). Multipower, Increased END Cost as a partial Power Disadvantage (for the boosted part of the Power), and END Reserve was a good way to handle this. Not sure if M&M has anything to simulate this reasonably well. Especially the timed limits that the END sets, so you can use that only for a short time, but can use it again after a short break to recharge.</p><p></p><p>Also, HERO is a truly generic system, unlike M&M, which is pretty focused on the supers genre (it certainly can be used for other genres with some changes, but isn't really built for it). END is a lot more important in heroic campaigns, for example.</p><p></p><p></p><p></p><p>Yep. Disadvantages have always been a bit of a problem in the HERO System.</p><p></p><p>6E fixes that to some degree (i.e. you need to take a lot less Disads now, so you can focus on the character-defining ones). Finally! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Of course, generally, both systems allow a lot of minmaxing... none of them is really better or worse than the other in that regard (maybe HERO is a bit worse, because it offers even more flexibility). Both require a pretty mature approach to character design for sure. That's a "flaw" of point-based character creation in general.</p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 5079479, member: 478"] And that is different in M&M? The damage save is basically the damage roll, just done by the defender and not by the attacker. If the attack's damage isn't up to the PL limit, it will be rather ineffective. What's simpler in M&M is, that you don't have the STUN/BODY bookkeeping. Why pointless? I like it very much. Cumbersome, to a degree, yes, certainly. But pointless? No way. It definitely has a point, and a lot of uses, that without such a system do not exist. For example, one character I made had a mecha suit that had energy reserves, which could be used in emergency to boost some of its various systems temporarily and to relocate energy between its systems (kinda like what you could do in the old X-Wing/Tie-Fighter games, where you could allocate more energy on the shields, or on the weapons, or on the engine to get a boost where it is needed). Multipower, Increased END Cost as a partial Power Disadvantage (for the boosted part of the Power), and END Reserve was a good way to handle this. Not sure if M&M has anything to simulate this reasonably well. Especially the timed limits that the END sets, so you can use that only for a short time, but can use it again after a short break to recharge. Also, HERO is a truly generic system, unlike M&M, which is pretty focused on the supers genre (it certainly can be used for other genres with some changes, but isn't really built for it). END is a lot more important in heroic campaigns, for example. Yep. Disadvantages have always been a bit of a problem in the HERO System. 6E fixes that to some degree (i.e. you need to take a lot less Disads now, so you can focus on the character-defining ones). Finally! :D Of course, generally, both systems allow a lot of minmaxing... none of them is really better or worse than the other in that regard (maybe HERO is a bit worse, because it offers even more flexibility). Both require a pretty mature approach to character design for sure. That's a "flaw" of point-based character creation in general. Bye Thanee [/QUOTE]
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