d4 said:spending Hero Points is a normal part of M&M and is an integral part of the combat system. one of the reasons why it is so easy to get stunned/KOed in M&M is because you can use HPs to negate it.
Sure, but it's still a bit of a shock in the first session. I was just noting it as an example of how a small difference in PL can have a large effect on a game. I've since learned that a PL difference of +1 is more than enough for a single villain to give two heroes a tough fight and adjusted accordingly, but that's not something that leapt out at me when I first read the book. Somebody expecting a comic book atmosphere might think "in order to be nigh-invulnerable, I should have lots of defensive powers", when in fact the game situation is "in order to take a beating from a tough opponent and keep going, I should have lots of hero points".
d4 said:i don't agree that M&M is best-suited only for one-offs.
That's why I put that "I find" clause in there - different games will appeal to different people in different situations. For me, M&M campaign play isn't very satisfying - YMMV.
d4 said:i've never seen any hero go "down in a heap at the first punch." why? Hero Points. if a hero goes down in one shot, it's because he wants to -- because his player refuses to spend a Hero Point to change the situation.
Presumably it'd occur if the player is saving their hero points for the fight with the big bad guy later in the session rather than that early henchman. I'm surprised your players spend HPs so freely - if I was playing under a GM who believed the whole group should go through every hero point they've got every session, I certainly wouldn't blow any to offset an unlucky roll against the warm up crew, I'd just laugh it off and let my fellow heroes mop up the bad guys then get on with the rest of the session.