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mutants and masterminds, what version is better?
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<blockquote data-quote="teitan" data-source="post: 855409" data-attributes="member: 3457"><p>I have both MnM and SAS Tri Stat. I think both are great, and while I got the feeling that MnM was more like Marvel than Hero from the previews and such, when I got it the book it felt more like Villains & Vigilantes. Really a great comic book feel to it. We have been playing it since early January and I have had no problems with task resolution etc that weren't my fault and it runs very smooth and fast.</p><p></p><p>I really like Silver Age Sentinels a lot and would have to say it is as flexible as Hero, and a great looking book. It has the feel of the old DC Heroes game in a way, and the mock up covers etc give it the feeling of taking its subject matter very seriously, kind of like an archival kind of thing as opposed to a game in many ways. It looks to run fast with EPIC fights. By running fast I mean that the task resolution is very fast, though the fights could go on and on, kind of like the comics. This isn't like Hero, where it is the TASK RESOLUTION that bogs it down, its the system for offense and defense. I want to try this game out next for a Supers game now that I have introduced my players to MnM, I just balk at teaching them character creation since I have the limited edition version. </p><p></p><p>Now there are nitpicks I have with both systems. MnM is very, very flexible but requires the wholesale creation of new powers at times because it is not effects based ala Hero and Silver Age Sentinels, it is power based. WHile a power could be easily modified to fit your vision, it would be cheaper and more efficient to just create a new power using the power creation system. It is not overly complex or anything, just makes for a headache at times. I have NO PROBLEMS with skill costs or anything like that. The game is perfect ouitside of this quibble.</p><p></p><p>SAS has to make a few allowances for normals, including a chart that provides modifiers for mundane tasks etc to help explain how a normal person can exist in the same world as a super. This is fine by me, but were the system built from the ground up or more of an extrapolation of Big Eyes, Small Mouth, the chart would have been unnecessary. It is not a big issue, though I could see how it could be in game without a good GM's screen with the chart on it. Also, Skills seem a bit too pricey to me. They have weird costs as well, useful skills costing more than the less used ones. Not very realistic, but I think I understand their point on that one.</p><p></p><p>Honestly, I am kind of of two minds on these games. Both are my favorites, I see so much I love in one and so much I love in the other. GOO has high production standards and so does Green Ronin. Both are well thought out, MnM being an extrapolation and rebuild of D20, SAS being an extrapolation and near rebuilding of BESM. I will be sticking to MnM and buying SAS products on the side, but maybe I will whip out the cash for an unlimited edition of SAS one day and smack my players with it.</p><p></p><p>JAson</p></blockquote><p></p>
[QUOTE="teitan, post: 855409, member: 3457"] I have both MnM and SAS Tri Stat. I think both are great, and while I got the feeling that MnM was more like Marvel than Hero from the previews and such, when I got it the book it felt more like Villains & Vigilantes. Really a great comic book feel to it. We have been playing it since early January and I have had no problems with task resolution etc that weren't my fault and it runs very smooth and fast. I really like Silver Age Sentinels a lot and would have to say it is as flexible as Hero, and a great looking book. It has the feel of the old DC Heroes game in a way, and the mock up covers etc give it the feeling of taking its subject matter very seriously, kind of like an archival kind of thing as opposed to a game in many ways. It looks to run fast with EPIC fights. By running fast I mean that the task resolution is very fast, though the fights could go on and on, kind of like the comics. This isn't like Hero, where it is the TASK RESOLUTION that bogs it down, its the system for offense and defense. I want to try this game out next for a Supers game now that I have introduced my players to MnM, I just balk at teaching them character creation since I have the limited edition version. Now there are nitpicks I have with both systems. MnM is very, very flexible but requires the wholesale creation of new powers at times because it is not effects based ala Hero and Silver Age Sentinels, it is power based. WHile a power could be easily modified to fit your vision, it would be cheaper and more efficient to just create a new power using the power creation system. It is not overly complex or anything, just makes for a headache at times. I have NO PROBLEMS with skill costs or anything like that. The game is perfect ouitside of this quibble. SAS has to make a few allowances for normals, including a chart that provides modifiers for mundane tasks etc to help explain how a normal person can exist in the same world as a super. This is fine by me, but were the system built from the ground up or more of an extrapolation of Big Eyes, Small Mouth, the chart would have been unnecessary. It is not a big issue, though I could see how it could be in game without a good GM's screen with the chart on it. Also, Skills seem a bit too pricey to me. They have weird costs as well, useful skills costing more than the less used ones. Not very realistic, but I think I understand their point on that one. Honestly, I am kind of of two minds on these games. Both are my favorites, I see so much I love in one and so much I love in the other. GOO has high production standards and so does Green Ronin. Both are well thought out, MnM being an extrapolation and rebuild of D20, SAS being an extrapolation and near rebuilding of BESM. I will be sticking to MnM and buying SAS products on the side, but maybe I will whip out the cash for an unlimited edition of SAS one day and smack my players with it. JAson [/QUOTE]
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