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Mutants & Masterminds 3rd Edition
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<blockquote data-quote="kaomera" data-source="post: 5183562" data-attributes="member: 38357"><p>There's a very delicate balance between letting the characters that ought to be able to do cool stuff do it, and keeping everything balanced. IME this is far more significant in supers games, and they require a lot of, um, "correct play" for lack of anything approaching good terminology...</p><p></p><p>The speedster can run to Paris and back (quite possibly over water and through walls) because that's what is expected (or was expected by the designers at least, in an attempt to predict what players would expect) of the character archetype. The "problem" with M&M (and other systems do this too) is that while such imbalances are allowed or even encouraged outside of combat, in combat play-balance takes over. Personally I like the way M&M handles speedsters much better than some other games I've played. They actually feel like speedsters...</p><p></p><p>And that's the other end of the "problem": everyone has pretty equal capabilities once the fists start flying, mechanically speaking. They may do their stuff a bit differently, but the goal is that they all do equally well. If the players embrace the differences that are there, it can make for a really great game. But if they don't (can't or won't, doesn't really matter) then the whole thing is just going to come crashing down. That's one of the pitfalls of M&M and supers games in general: some players get their shtick done for them by the rules, and others have to rely on flavor and description...</p><p></p><p></p><p>In my experience this just shouldn't be so. I did read up a bunch on the M&M forums and pointed out a lot of little "tricks" to the players, but I didn't feel like it was anything more than what we where doing with D&D at the time. But the PCs really weren't challenged in combat by anything that was more than 2 PL below them.</p></blockquote><p></p>
[QUOTE="kaomera, post: 5183562, member: 38357"] There's a very delicate balance between letting the characters that ought to be able to do cool stuff do it, and keeping everything balanced. IME this is far more significant in supers games, and they require a lot of, um, "correct play" for lack of anything approaching good terminology... The speedster can run to Paris and back (quite possibly over water and through walls) because that's what is expected (or was expected by the designers at least, in an attempt to predict what players would expect) of the character archetype. The "problem" with M&M (and other systems do this too) is that while such imbalances are allowed or even encouraged outside of combat, in combat play-balance takes over. Personally I like the way M&M handles speedsters much better than some other games I've played. They actually feel like speedsters... And that's the other end of the "problem": everyone has pretty equal capabilities once the fists start flying, mechanically speaking. They may do their stuff a bit differently, but the goal is that they all do equally well. If the players embrace the differences that are there, it can make for a really great game. But if they don't (can't or won't, doesn't really matter) then the whole thing is just going to come crashing down. That's one of the pitfalls of M&M and supers games in general: some players get their shtick done for them by the rules, and others have to rely on flavor and description... In my experience this just shouldn't be so. I did read up a bunch on the M&M forums and pointed out a lot of little "tricks" to the players, but I didn't feel like it was anything more than what we where doing with D&D at the time. But the PCs really weren't challenged in combat by anything that was more than 2 PL below them. [/QUOTE]
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