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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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<blockquote data-quote="Quantum" data-source="post: 5085198" data-attributes="member: 56918"><p>I haven't played M&M so I don't know how this would actually work out in play. But when I try to learn the system I create a few characters and test the rules out a bit. During my creation I found that when using points to buy everything (and just so you're clear what I mean by everything is ability scores, skills, feats, saves, attack bonuses and powers because the example you used was a bit extreme) is that usually you'll have lower saves and attack bonuses if you want more powers, and less powers if you want more saves and attack bonuses. I suppose it could be evened out but you will not have it evened out for your level. In that both saves, attack bonuses, and powers will not necessarily be even with your level. I feel that character abilities should be even with the character level and using points to buy those will skewer the balance in favor of one or the other.</p><p></p><p>But then again, and I absolutely stress this point, is that<em> it all depends on what the player wants for their character concept</em>. If they're happy with it then that's fine. But as for myself as a player and not a GM I like having these things evened out with my character level and prefer the automatic level advancement at least for saves and base attack bonuses. </p><p></p><p>Basically, I prefer the Occam Razor approach to rpgs, in that "entities must not be multiplied beyond necessity". Or tp put it another way, don't unnecessarily complicate things. That's one of the reasons why I can't stand the Hero game system is that they make things really complicated, at least for me.</p><p></p><p>Also, I don't have the Mastermind's Manual and have never read it. But it sounds like you're insinuating they created a level based save and attack bonus progression for the character's power level.</p></blockquote><p></p>
[QUOTE="Quantum, post: 5085198, member: 56918"] I haven't played M&M so I don't know how this would actually work out in play. But when I try to learn the system I create a few characters and test the rules out a bit. During my creation I found that when using points to buy everything (and just so you're clear what I mean by everything is ability scores, skills, feats, saves, attack bonuses and powers because the example you used was a bit extreme) is that usually you'll have lower saves and attack bonuses if you want more powers, and less powers if you want more saves and attack bonuses. I suppose it could be evened out but you will not have it evened out for your level. In that both saves, attack bonuses, and powers will not necessarily be even with your level. I feel that character abilities should be even with the character level and using points to buy those will skewer the balance in favor of one or the other. But then again, and I absolutely stress this point, is that[i] it all depends on what the player wants for their character concept[/i]. If they're happy with it then that's fine. But as for myself as a player and not a GM I like having these things evened out with my character level and prefer the automatic level advancement at least for saves and base attack bonuses. Basically, I prefer the Occam Razor approach to rpgs, in that "entities must not be multiplied beyond necessity". Or tp put it another way, don't unnecessarily complicate things. That's one of the reasons why I can't stand the Hero game system is that they make things really complicated, at least for me. Also, I don't have the Mastermind's Manual and have never read it. But it sounds like you're insinuating they created a level based save and attack bonus progression for the character's power level. [/QUOTE]
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