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"I hate math"
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2374434" data-attributes="member: 22882"><p>Caveat: I'm familiar with Champions (a superhero point-buy RPG, albeit one of greater complexity) and somewhat with True20 (a rules-lite d20 RPG related to M&M), but haven't ever played M&M itself.</p><p></p><p>With that said, the problem with high-level D&D is not and never has been the <u>power</u> of the characters. The problem with high-level D&D is not and certainly never was the variety of <u>choices</u> players could make in their characters.</p><p></p><p>The problem with high-level D&D is 100% the number of choices players can make in every single situation.</p><p></p><p>An extremely powerful point-buy-supers-RPG-style character might only have five or six powers - but those are tailored precisely to what the player wanted. He's every bit as powerful as his 20th level D&D counterpart. But he doesn't have 90+ spells on his spell list, 40+ magic items and 20+ class features.</p><p></p><p>In Mutants and Masterminds, as far as I know, he has feats (which add very little complexity, and you don't get that many anyway) and probably a similar suite of powers to what he would get in a HERO system game - maybe a dozen Powers, tops.</p><p></p><p>That's a lot less bookkeeping than a D&D spellcaster with his 90+ largely redundant legacy spells.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2374434, member: 22882"] Caveat: I'm familiar with Champions (a superhero point-buy RPG, albeit one of greater complexity) and somewhat with True20 (a rules-lite d20 RPG related to M&M), but haven't ever played M&M itself. With that said, the problem with high-level D&D is not and never has been the [U]power[/U] of the characters. The problem with high-level D&D is not and certainly never was the variety of [U]choices[/U] players could make in their characters. The problem with high-level D&D is 100% the number of choices players can make in every single situation. An extremely powerful point-buy-supers-RPG-style character might only have five or six powers - but those are tailored precisely to what the player wanted. He's every bit as powerful as his 20th level D&D counterpart. But he doesn't have 90+ spells on his spell list, 40+ magic items and 20+ class features. In Mutants and Masterminds, as far as I know, he has feats (which add very little complexity, and you don't get that many anyway) and probably a similar suite of powers to what he would get in a HERO system game - maybe a dozen Powers, tops. That's a lot less bookkeeping than a D&D spellcaster with his 90+ largely redundant legacy spells. [/QUOTE]
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