Assenpfeffer
First Post
Razuur said:People didn't like it becuse it used the D20 mechanic, but varied some of the rules to much. If that makes sense.
Then why do the same poeple like M&M, when it departs more from baseline d20 than SAS20 does?
The answer is, of course, that SAS20 sticks too close to the D&D interpretation of d20 elements like classes and levels. Compare what levels mean in SAS20 (and in D&D,) and in M&M. There's an entirely different rationale for them - and there needs to be, if they're going to be retained in the supers game.
The other issue is that the Tri-Stat power system is essentially just tacked onto a superized D&D character creation system - and the fusion doesn't work very well. The core of any supers game is character creation (something that the folks behind Hero have long understood, and those behind Heroes Unlimited don't get.) If your character creation system has major problems, the whole system collapses.
Combat and task resolution and other minor factors are, in isolation, handled just fine in SAS20 (though Spycraft is the bechmark that I use, rather than d20 Modern.) The problem isn't fiddly bits of the damage system like radiation or autofire, it's that the character creation system (which, again, needs to be firing on all cylinders in a superhero game) doesn't work very well and is poorly integrated with the largely unmodified Tri-Stat SAS powers system.
M&M is a d20 supers game designed as a supers game, from the ground up. SAS d20 is a supers game shoehorned into d20 after the fact.