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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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<blockquote data-quote="Fallstorm" data-source="post: 5281713" data-attributes="member: 55683"><p>Having tried both MnM and HERO I would definately go with MnM. I started with the Hero 5 and Have played Hero 6e and I have found the complications and number crunching in the system to not be worth the final pay-off. This isn't so much of a problem as I am a power gamer who likes rules. Secondly, and my major grip with Hero is the powers in the system are too expensive therefore if the intent of the game is to replicate what is seen in comics then the system on its face fails. I mean, from some of the builds I've seen on the HERO boards even supers like Spider-Man and Batman are fall into the Cosmic level power category, and this simply should not be the case. Basically, I would say the HERO system is best for replicating street level heroes....if you play the game at the standard superhero level of 200 pts plus disads. If you actually play HERO as the various power levels indicated it seems your HERO is always running behind what the power level is supposed to represent. </p><p> </p><p>I have not found this problem in MnM. In fact, MnM seems to be built with the philosophy of allowing the characters at PL10 (the starting PL) to do almost anything seen in comics, even things that are blatantly broken, but with caveat that the GM can deal with it in game via GM fiats or house rules vs making so expensive that it is impossible to do. Also, the power feats and stunts in MnM is good for handling those abilities that Supers have but very rarely use. In addition, it is a system that has a lot of crunch to it (for those of us who enjoy such things) just not as much Crunch as HERO, but the combat remains relatively fast and elegent....just like in the comic books.</p><p> </p><p>I never played the actual CHAMPIONS game before it became HERO so some of the systems problems may stem from the fact that it was a supers game that morphed into being a multigenre game and the mechanics of the multigenre don't work as well for a supers game and vice versa. MnM is still young so it doesn't have this problem as of it, but as it continues and I see supplements like Warriors and Warlocks coming out they may at some point have the MnM engine be a multignere system with MnM specificallly being the supers system and then they will have the same problem HERO has, but hopefully, they will never get to that point and remain true to the superhero genre, which Steve Kenson has evidently studied greatly and designed MnM to duplicate almost flawlessly.</p><p> </p><p>Peace,</p><p>Fallstorm</p></blockquote><p></p>
[QUOTE="Fallstorm, post: 5281713, member: 55683"] Having tried both MnM and HERO I would definately go with MnM. I started with the Hero 5 and Have played Hero 6e and I have found the complications and number crunching in the system to not be worth the final pay-off. This isn't so much of a problem as I am a power gamer who likes rules. Secondly, and my major grip with Hero is the powers in the system are too expensive therefore if the intent of the game is to replicate what is seen in comics then the system on its face fails. I mean, from some of the builds I've seen on the HERO boards even supers like Spider-Man and Batman are fall into the Cosmic level power category, and this simply should not be the case. Basically, I would say the HERO system is best for replicating street level heroes....if you play the game at the standard superhero level of 200 pts plus disads. If you actually play HERO as the various power levels indicated it seems your HERO is always running behind what the power level is supposed to represent. I have not found this problem in MnM. In fact, MnM seems to be built with the philosophy of allowing the characters at PL10 (the starting PL) to do almost anything seen in comics, even things that are blatantly broken, but with caveat that the GM can deal with it in game via GM fiats or house rules vs making so expensive that it is impossible to do. Also, the power feats and stunts in MnM is good for handling those abilities that Supers have but very rarely use. In addition, it is a system that has a lot of crunch to it (for those of us who enjoy such things) just not as much Crunch as HERO, but the combat remains relatively fast and elegent....just like in the comic books. I never played the actual CHAMPIONS game before it became HERO so some of the systems problems may stem from the fact that it was a supers game that morphed into being a multigenre game and the mechanics of the multigenre don't work as well for a supers game and vice versa. MnM is still young so it doesn't have this problem as of it, but as it continues and I see supplements like Warriors and Warlocks coming out they may at some point have the MnM engine be a multignere system with MnM specificallly being the supers system and then they will have the same problem HERO has, but hopefully, they will never get to that point and remain true to the superhero genre, which Steve Kenson has evidently studied greatly and designed MnM to duplicate almost flawlessly. Peace, Fallstorm [/QUOTE]
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Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?
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