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<blockquote data-quote="Thanee" data-source="post: 1599260" data-attributes="member: 478"><p><strong>M&M = HERO/Champions light ?</strong></p><p></p><p>Ah, good to know about the 2nd printing... I'll wait then until I buy my own book. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>M&M looks like it works pretty quick (well, I'm used to HERO, so that doesn't say much, really <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p></p><p>If you know the HERO system, M&M seems obviously based on that ruleset to me (pretty much everything that sets it apart from d20 is simplified HERO mechanics). IMHO HERO/Champions is the reference class for any superhero RPG (I do not know DC, tho).</p><p></p><p>Essentially, the d20 logo (metaphoric ^^) on M&M is not right... it should have a HERO logo, as M&M is surely more based on HERO/Champions than on d20 (j/k about the logo, of course).</p><p></p><p>M&M is Champions light (<em>light</em> is not meant in a bad way, BTW). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Anyways, the designers did a great job at the simplifying, the unwieldy advantage/disadvantage power system has been toned down into extras and flaws listed specifically for every power and with a universal cost system (+/- 1 is basically the only calculation needed there, compared to the *1.75 /2.25 stuff from HERO). It lacks the enormous flexibility, but retains enough of it to allow modeling almost all powers you might need. And if not, you can always invent more powers/extras/flaws.</p><p></p><p>Also the extremely flexible HERO character point system is in use (the points are just named differently and costs are somewhat different). I feel it's wrong, that the physical attributes cost the same as the mental ones before going into superpowers, tho. They just seem a lot more useful. The same 'problem' exists with the extras and flaws, since they all cost the same, some are better, some are worse. But that's not too bad, overall I think the simplification is worth more than this lil discrepancy.</p><p></p><p>Levels somewhat exist in M&M, but not even close to the extent of D&D, as levels put a lot less limits on the character's individual abilities, while mostly setting an overall limit, how much stuff a character can do, but not in what way. You can decide for yourself how much you spend on attributes, skills, feats, powers, and so on.</p><p></p><p>What I especially like is the damage. No hit points. Havn't really tried it yet, but it sounds like a very good damage system for comic book action. Simple and effective. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Not sure about the general combat system. From a quick look it looks pretty much like d20, but I'm not entirely sure about that. If so, I probably like the HERO system phases better, since they split combat actions into smaller bits, I always liked their initiative system, but only time can tell how these two compare.</p><p></p><p>What I also like with M&M is the combination of the HERO style power toolkit (altho there are some differences, since M&M powers are all organized in ranks/levels, whereas HERO has a more dynamic scale, but both have the general base-advantage-disadvantage idea) with the d20 skill system (which is by far better than the HERO one, I never really liked the HERO skills, altho otherwise the system is totally genius).</p><p></p><p>Overall, judging from the HERO perspective, M&M seems to be a positive development.</p><p>Definitely worth picking up!</p><p></p><p>Good job! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Bye</p><p>Thanee</p><p></p><p>P.S. @Kenson: I have one random question about something I've read in the M&M book... the Incorporeal power has this extra, where you can partially materialize to deal damage from inside your opponent... did you read the Ghost comics from darkhorse, or did this come from another source? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Thanee, post: 1599260, member: 478"] [b]M&M = HERO/Champions light ?[/b] Ah, good to know about the 2nd printing... I'll wait then until I buy my own book. :D M&M looks like it works pretty quick (well, I'm used to HERO, so that doesn't say much, really :p). If you know the HERO system, M&M seems obviously based on that ruleset to me (pretty much everything that sets it apart from d20 is simplified HERO mechanics). IMHO HERO/Champions is the reference class for any superhero RPG (I do not know DC, tho). Essentially, the d20 logo (metaphoric ^^) on M&M is not right... it should have a HERO logo, as M&M is surely more based on HERO/Champions than on d20 (j/k about the logo, of course). M&M is Champions light ([i]light[/i] is not meant in a bad way, BTW). :p Anyways, the designers did a great job at the simplifying, the unwieldy advantage/disadvantage power system has been toned down into extras and flaws listed specifically for every power and with a universal cost system (+/- 1 is basically the only calculation needed there, compared to the *1.75 /2.25 stuff from HERO). It lacks the enormous flexibility, but retains enough of it to allow modeling almost all powers you might need. And if not, you can always invent more powers/extras/flaws. Also the extremely flexible HERO character point system is in use (the points are just named differently and costs are somewhat different). I feel it's wrong, that the physical attributes cost the same as the mental ones before going into superpowers, tho. They just seem a lot more useful. The same 'problem' exists with the extras and flaws, since they all cost the same, some are better, some are worse. But that's not too bad, overall I think the simplification is worth more than this lil discrepancy. Levels somewhat exist in M&M, but not even close to the extent of D&D, as levels put a lot less limits on the character's individual abilities, while mostly setting an overall limit, how much stuff a character can do, but not in what way. You can decide for yourself how much you spend on attributes, skills, feats, powers, and so on. What I especially like is the damage. No hit points. Havn't really tried it yet, but it sounds like a very good damage system for comic book action. Simple and effective. :) Not sure about the general combat system. From a quick look it looks pretty much like d20, but I'm not entirely sure about that. If so, I probably like the HERO system phases better, since they split combat actions into smaller bits, I always liked their initiative system, but only time can tell how these two compare. What I also like with M&M is the combination of the HERO style power toolkit (altho there are some differences, since M&M powers are all organized in ranks/levels, whereas HERO has a more dynamic scale, but both have the general base-advantage-disadvantage idea) with the d20 skill system (which is by far better than the HERO one, I never really liked the HERO skills, altho otherwise the system is totally genius). Overall, judging from the HERO perspective, M&M seems to be a positive development. Definitely worth picking up! Good job! :D Bye Thanee P.S. @Kenson: I have one random question about something I've read in the M&M book... the Incorporeal power has this extra, where you can partially materialize to deal damage from inside your opponent... did you read the Ghost comics from darkhorse, or did this come from another source? ;) [/QUOTE]
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