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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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<blockquote data-quote="coyote6" data-source="post: 5090829" data-attributes="member: 1225"><p>I think that's fairly intentional. But I also think the save PL caps should be looked at & revised if/when they ever do another edition.</p><p></p><p></p><p></p><p>IIRC, only the ones written by a couple of authors do that. The ones Kenson & other authors write tend to not have maxed-out F/R/W saves. Not every person -- including authors -- design characters the same way.</p><p></p><p></p><p></p><p>Attack/Damage and Defense/Toughness are the primary combat stats; if those aren't PL-capped, the character isn't actually as capable as their PL would seem to indicate, which makes PL a less useful measurement. Therefore, IMO, it's a good idea for most characters to be pretty close to capped.</p><p></p><p>(Having just played a game at a con where I ran a nominally-PL8 character with a +7 attack, +6 damage, +7 defense, +6 Toughness, I have to say, it wasn't all that fun, taking something like 6 or 7 hours of play before my character managed to contribute much to a fight. Given that it was a PC with nearly zero non-combat utility . . . fortunately, the characters themselves were pretty neat, the plot was intriguing, and the players were entertaining.)</p><p></p><p></p><p></p><p>How do you play it?</p><p></p><p>For whatever it's worth, ISTR that Kenson has made it clear that it's merely a suggestion; IIRC, he's said he doesn't follow it (I may be remembering one of the other authors, though). Steve generally intended M&M to be run and used very flexibly, with lots of GM input on stuff.</p></blockquote><p></p>
[QUOTE="coyote6, post: 5090829, member: 1225"] I think that's fairly intentional. But I also think the save PL caps should be looked at & revised if/when they ever do another edition. IIRC, only the ones written by a couple of authors do that. The ones Kenson & other authors write tend to not have maxed-out F/R/W saves. Not every person -- including authors -- design characters the same way. Attack/Damage and Defense/Toughness are the primary combat stats; if those aren't PL-capped, the character isn't actually as capable as their PL would seem to indicate, which makes PL a less useful measurement. Therefore, IMO, it's a good idea for most characters to be pretty close to capped. (Having just played a game at a con where I ran a nominally-PL8 character with a +7 attack, +6 damage, +7 defense, +6 Toughness, I have to say, it wasn't all that fun, taking something like 6 or 7 hours of play before my character managed to contribute much to a fight. Given that it was a PC with nearly zero non-combat utility . . . fortunately, the characters themselves were pretty neat, the plot was intriguing, and the players were entertaining.) How do you play it? For whatever it's worth, ISTR that Kenson has made it clear that it's merely a suggestion; IIRC, he's said he doesn't follow it (I may be remembering one of the other authors, though). Steve generally intended M&M to be run and used very flexibly, with lots of GM input on stuff. [/QUOTE]
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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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