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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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<blockquote data-quote="pawsplay" data-source="post: 5083592" data-attributes="member: 15538"><p>I remember the first time I saw Hero. I thumbed through a copy of the Champions books in a mall bookstore. I said to myself, "My god, that's so simple? Why hasn't anyone done this before?" Of course, what I did not realize was that someone had; Champions had been around for quite some time. Compared to DC Heroes, it was the height of intuitive and elegant. Now, once the honeymoon was over, I discovered a few twists and complications, and discovered Hero involved some maths from time to time. Still, it is a very easy to understand game. Hero System is incredibly elegant and intuitive. The fact that it uses fractions does not change that. We are talking middle school math. Hero is probably my number one system for teaching someone the system, making a character, and running a game all in one sitting with few hitches. Character creation is usually longer than in M&M, but it doesn't have to be. Character creation in M&M does not have to be fast; there are things to fiddle with, if you choose to. Sure, Hero involves a more work than some games, including M&M, but not much more. Probably the hardest thing in the game is the Speed Chart, and if you don't like that, you can declare that everyone has SPD 3.</p><p></p><p>As for END, it's a great part of the system. Endurance allows characters to push their limits, and it allows a wide variety of power constructs, everything from "extra pushing" to tiring explosive attacks. It also stops people from doing stupid, repetitive things. If you don't want that much detail, stripping END is an official optional rule and requires essentially no modification to the system whatsoever; you just don't use it, or anything that refers to it. Alternatively, if you, personally, don't want to deal with it, you just buy down the END costs of your powers.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5083592, member: 15538"] I remember the first time I saw Hero. I thumbed through a copy of the Champions books in a mall bookstore. I said to myself, "My god, that's so simple? Why hasn't anyone done this before?" Of course, what I did not realize was that someone had; Champions had been around for quite some time. Compared to DC Heroes, it was the height of intuitive and elegant. Now, once the honeymoon was over, I discovered a few twists and complications, and discovered Hero involved some maths from time to time. Still, it is a very easy to understand game. Hero System is incredibly elegant and intuitive. The fact that it uses fractions does not change that. We are talking middle school math. Hero is probably my number one system for teaching someone the system, making a character, and running a game all in one sitting with few hitches. Character creation is usually longer than in M&M, but it doesn't have to be. Character creation in M&M does not have to be fast; there are things to fiddle with, if you choose to. Sure, Hero involves a more work than some games, including M&M, but not much more. Probably the hardest thing in the game is the Speed Chart, and if you don't like that, you can declare that everyone has SPD 3. As for END, it's a great part of the system. Endurance allows characters to push their limits, and it allows a wide variety of power constructs, everything from "extra pushing" to tiring explosive attacks. It also stops people from doing stupid, repetitive things. If you don't want that much detail, stripping END is an official optional rule and requires essentially no modification to the system whatsoever; you just don't use it, or anything that refers to it. Alternatively, if you, personally, don't want to deal with it, you just buy down the END costs of your powers. [/QUOTE]
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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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