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"I hate math"
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<blockquote data-quote="WizarDru" data-source="post: 2374513" data-attributes="member: 151"><p>Unless he's got Sorcery or the like, which is effectively a pool of powers, but Yeah. M&M characters are tightly focused on very specific subsets of abilities....but the combat system also has very different applications and intents. I'm not sure it's an apples-to-oranges comparison, because they're modelling very different things, by design.</p><p></p><p>In M&M, everything is streamlined to keep the action flowing; it's much easier to sacrifice verisimilitude when you're a super-powered professional wrestler putting a suplex on a killer death-robot while yelling a batttle-cry of "<em>I can hold my breath for a whole hour!!!</em>" In M&M, characters get hit with lamp-posts...and get back up again. More than once. Most of the powers are fairly simplistic in implementation, and the DM has a lot of lattitude, by necessity, to adjudicate their use. They are so broad as to not be worth trying to codify...which is a good approach for superheroes. </p><p></p><p>That approach CAN work for D&D, but many folks (myself included) would find it unsatisfactory. M&M's power levels put an effective cap on certain things that D&D doesn't. Under M&M, there's no way for a team of PL15 heroes to defeat a PL20 villain, per se. With pluck, they might be able to incapcitate or slow him down, but generally they're not scratching him. In D&D, a clever 15th level character just might have a chance of defeating a 20th level attacker...potentially slim odds, but not a statisical certainty of failure. In M&M, it's just plain not going to happen.</p><p></p><p>And M&M, for all it's reduced complexity, still has to deal with the interaction of diverse power sets together and against each other. Again, not a fault, but there is plenty of potential complexity there. A quick glance at the M&M FAQ shows that it suffers from rules confusion, too, and from many of the same kinds of questions as high-level D&D.</p><p></p><p>But let me be clear: If you haven't bought M&M, and you like superheroes...You owe it to yourself to pick it up. It's my favorite superhero RPG, bar none.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 2374513, member: 151"] Unless he's got Sorcery or the like, which is effectively a pool of powers, but Yeah. M&M characters are tightly focused on very specific subsets of abilities....but the combat system also has very different applications and intents. I'm not sure it's an apples-to-oranges comparison, because they're modelling very different things, by design. In M&M, everything is streamlined to keep the action flowing; it's much easier to sacrifice verisimilitude when you're a super-powered professional wrestler putting a suplex on a killer death-robot while yelling a batttle-cry of "[i]I can hold my breath for a whole hour!!![/i]" In M&M, characters get hit with lamp-posts...and get back up again. More than once. Most of the powers are fairly simplistic in implementation, and the DM has a lot of lattitude, by necessity, to adjudicate their use. They are so broad as to not be worth trying to codify...which is a good approach for superheroes. That approach CAN work for D&D, but many folks (myself included) would find it unsatisfactory. M&M's power levels put an effective cap on certain things that D&D doesn't. Under M&M, there's no way for a team of PL15 heroes to defeat a PL20 villain, per se. With pluck, they might be able to incapcitate or slow him down, but generally they're not scratching him. In D&D, a clever 15th level character just might have a chance of defeating a 20th level attacker...potentially slim odds, but not a statisical certainty of failure. In M&M, it's just plain not going to happen. And M&M, for all it's reduced complexity, still has to deal with the interaction of diverse power sets together and against each other. Again, not a fault, but there is plenty of potential complexity there. A quick glance at the M&M FAQ shows that it suffers from rules confusion, too, and from many of the same kinds of questions as high-level D&D. But let me be clear: If you haven't bought M&M, and you like superheroes...You owe it to yourself to pick it up. It's my favorite superhero RPG, bar none. [/QUOTE]
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