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*TTRPGs General
[Mutants & Masterminds] Weapons And Armor vs. Supers
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<blockquote data-quote="takyris" data-source="post: 2217841" data-attributes="member: 5171"><p>Yeah, see, here's the thing. Making the damage save involves mitigating or ignoring the damage. Having a high defense involves ignoring the damage. So at some point, there's going to be an overlap.</p><p></p><p>And if you're such the rationalist that this stuff really bugs you, then this is not the right game for you. That's not a slam on you, seriously. But while you say that there are rule problems that are trying to be covered up, I'm seeing you trying to put your version of realism on top of a system that was designed to emulate an inherently unrealistic genre.</p><p></p><p>Making the damage save could mean that you are tough enough to take an attack and keep going (Wolverine). It could mean that you avoided the attack at the last moment, albeit at a closer level than if you'd avoided the attack by Defense (Spiderman or Batman). It could mean that you threw up some kind of shield to knock it away at the last second, albeit at a closer range than if you'd used Deflection (Green Lantern or Captain America). You can put just about any kind of flavor text on "Making a Damage Save", and you can vary that flavor text for it to work with what's happening.</p><p></p><p>If you're looking to do a supers game in a realistic war setting, then I think that M&M may not be right for you. You might be better off with something like d20 Modern and super-powered feats and talents -- I know that Chuck did one that was well-reviewed. But as swrushing said, M&M is a game of yards, not inches. You're complaining about inches, and then you're asking (in essence) why Superman can't hit harder while wearing brass knuckles.</p></blockquote><p></p>
[QUOTE="takyris, post: 2217841, member: 5171"] Yeah, see, here's the thing. Making the damage save involves mitigating or ignoring the damage. Having a high defense involves ignoring the damage. So at some point, there's going to be an overlap. And if you're such the rationalist that this stuff really bugs you, then this is not the right game for you. That's not a slam on you, seriously. But while you say that there are rule problems that are trying to be covered up, I'm seeing you trying to put your version of realism on top of a system that was designed to emulate an inherently unrealistic genre. Making the damage save could mean that you are tough enough to take an attack and keep going (Wolverine). It could mean that you avoided the attack at the last moment, albeit at a closer level than if you'd avoided the attack by Defense (Spiderman or Batman). It could mean that you threw up some kind of shield to knock it away at the last second, albeit at a closer range than if you'd used Deflection (Green Lantern or Captain America). You can put just about any kind of flavor text on "Making a Damage Save", and you can vary that flavor text for it to work with what's happening. If you're looking to do a supers game in a realistic war setting, then I think that M&M may not be right for you. You might be better off with something like d20 Modern and super-powered feats and talents -- I know that Chuck did one that was well-reviewed. But as swrushing said, M&M is a game of yards, not inches. You're complaining about inches, and then you're asking (in essence) why Superman can't hit harder while wearing brass knuckles. [/QUOTE]
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[Mutants & Masterminds] Weapons And Armor vs. Supers
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