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<blockquote data-quote="Mallus" data-source="post: 3326419" data-attributes="member: 3887"><p>Heh... I forgot about this thread.</p><p></p><p></p><p>A little...</p><p></p><p></p><p>The 2nd edition is much better, though mainly for clearing up some character creation issues.</p><p></p><p></p><p>My group consists of a spinning speedster, a brick in Greek armor, and the Egyptian God of Mexican Wrestling, each modeled to their players satisfaction.</p><p></p><p></p><p>Why do you say that? </p><p></p><p></p><p>Isn't that true of any superhero RPG? Or any RPG? Wait, make that any game.</p><p></p><p></p><p>What superhero RPG isn't a mix/maxer's paradise, if the player chooses to go that route? And you're just flat wrong about needing to pull punches.</p><p></p><p></p><p>I'm doing a bad job, then.</p><p></p><p></p><p>Yes.</p><p></p><p></p><p>It works well.</p><p></p><p></p><p>That's what Hero Points are for.</p><p></p><p> </p><p>I wasn't clear on this. Any attack that does <em>damage</em> has the potential to knock you out. Depending on your build, many attacks won't do damagel. In my example I was thinking of two heroes of equal power rank slugging it out. </p><p></p><p></p><p>Funny. But your point was about how well a system models damage from different weapons. </p><p>Is there a meaningful difference between the avg. 1 pt. of fist damage and 4.5 pts. of battleaxe damage to a character w/100 HP --and fights rarely last more than 10-15 rounds?</p><p></p><p></p><p>It was cumbersome because you're suggesting a damage save system needs 4+ die rolls. I'll reiterate, M&M's has 2.</p><p></p><p></p><p>Yes. Except reverse it. Damage severity is determined by how badly you blow the save.</p><p></p><p> </p><p>Not much. Fortunately it doesn't play out like that.</p><p></p><p></p><p>I choose my example poorly. I don't want more <em>realistic</em> combat, I want combat that's better at modeling fiction and film. David can't drop Goliath in D&D. Ever. I think that's a flaw in the system. </p><p></p><p></p><p>Interesting. Why? Start a new thread maybe?</p><p></p><p> </p><p>Nope.</p><p></p><p></p><p>'Not easily' wouldn't bother me... it's that its completely impossible. Unless, like I said, the fighter is tied to a tree or otherwise incapacitated.</p><p></p><p></p><p>First off, why do you see this as a DM's tool? It applies to players too. Most PC's can never get a really lucky shot off. The current crit system skews too far in favor of really strong characters or anyone else with high static damage bonuses.</p><p></p><p>Second, making mooks a little more threatening (without resorting to crazy mix/maxing) isn't such a bad thing. </p><p></p><p></p><p>Again, I'm not talking about realism, I'm talking about emulation.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3326419, member: 3887"] Heh... I forgot about this thread. A little... The 2nd edition is much better, though mainly for clearing up some character creation issues. My group consists of a spinning speedster, a brick in Greek armor, and the Egyptian God of Mexican Wrestling, each modeled to their players satisfaction. Why do you say that? Isn't that true of any superhero RPG? Or any RPG? Wait, make that any game. What superhero RPG isn't a mix/maxer's paradise, if the player chooses to go that route? And you're just flat wrong about needing to pull punches. I'm doing a bad job, then. Yes. It works well. That's what Hero Points are for. I wasn't clear on this. Any attack that does [i]damage[/i] has the potential to knock you out. Depending on your build, many attacks won't do damagel. In my example I was thinking of two heroes of equal power rank slugging it out. Funny. But your point was about how well a system models damage from different weapons. Is there a meaningful difference between the avg. 1 pt. of fist damage and 4.5 pts. of battleaxe damage to a character w/100 HP --and fights rarely last more than 10-15 rounds? It was cumbersome because you're suggesting a damage save system needs 4+ die rolls. I'll reiterate, M&M's has 2. Yes. Except reverse it. Damage severity is determined by how badly you blow the save. Not much. Fortunately it doesn't play out like that. I choose my example poorly. I don't want more [i]realistic[/i] combat, I want combat that's better at modeling fiction and film. David can't drop Goliath in D&D. Ever. I think that's a flaw in the system. Interesting. Why? Start a new thread maybe? Nope. 'Not easily' wouldn't bother me... it's that its completely impossible. Unless, like I said, the fighter is tied to a tree or otherwise incapacitated. First off, why do you see this as a DM's tool? It applies to players too. Most PC's can never get a really lucky shot off. The current crit system skews too far in favor of really strong characters or anyone else with high static damage bonuses. Second, making mooks a little more threatening (without resorting to crazy mix/maxing) isn't such a bad thing. Again, I'm not talking about realism, I'm talking about emulation. [/QUOTE]
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