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<blockquote data-quote="shilsen" data-source="post: 3331966" data-attributes="member: 198"><p>Ah, I see the error. You assume everybody thinks <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><p></p><p></p><p></p><p>I mean mythic in the sense of larger than life characters who consistently break the laws of reality as we know them, while existing in a world which pretends to care about those laws and surrounded by lots of people who are supposedly functioning on a real-world scale. And I think that's especially true when it comes to combat in D&D. </p><p></p><p>Put a 10th or so lvl D&D character up against 2nd-3rd lvls and what you get is the wrath of Achilles or Arjuna going up against a few hundred Kaurava soldiers alone and coming out on top. Put the same 10th lvl character up against another of equivalent level and you have Achilles vs. Hector (and all the other matchups in the Iliad) or Arjuna vs. Karna. The whole hit pt system just replicates mythic heroes much more than fantasy heroes. If Conan is sleeping and a guy with a sword gets to whack him, Conan's head falls off. If Cuchulainn is sleeping and a guy with a sword gets to whack him, Cuchulainn wakes up, makes his Fort save vs. the coup de grace, and kills the guy with his toenail. Mid to high level D&D does Cuchulainn much better than Conan.</p><p></p><p></p><p></p><p>I don't really think there's any kind of fair comparison. I think the M&M combat system reflects the modularity of the entire M&M system in being a lot more flexible than the D&D combat system is, but even that's somewhat unfair an assessment, since D&D combat is very varied. It's just that D&D makes the decisions for you about how combat in the game will change, since it varies from 1st to 5th lvl, 5th to 10th lvl, 10th lvl to 15th, etc, and the progression is pre-decided. M&M leaves the choice a little more open-ended, since you are more likely to start at a certain level and stay around it too.</p><p></p><p>That, I think, might be one of the biggest differences. Playing a D&D game where PCs cover a lot of levels during the campaign means significant changes in gameplay. Playing an M&M game for the same period of time is unlikely to mean a significant change in gameplay, since the power level won't shift that much (though it can, if the DM does a D&D-esque jump in PL every couple of months). So I think that the difference in the combat systems has more to do with things outside the combat system. D&D is designed for things outside the combat system (i.e. levels) to change drastically over time, and that changes combat equally drastically. M&M isn't and it doesn't. In both, however, you can do the other (not level up or not much, in D&D, and change PLs a lot in M&M).</p><p></p><p>Or maybe I'm just rambling. What do you think?</p></blockquote><p></p>
[QUOTE="shilsen, post: 3331966, member: 198"] Ah, I see the error. You assume everybody thinks ;) I mean mythic in the sense of larger than life characters who consistently break the laws of reality as we know them, while existing in a world which pretends to care about those laws and surrounded by lots of people who are supposedly functioning on a real-world scale. And I think that's especially true when it comes to combat in D&D. Put a 10th or so lvl D&D character up against 2nd-3rd lvls and what you get is the wrath of Achilles or Arjuna going up against a few hundred Kaurava soldiers alone and coming out on top. Put the same 10th lvl character up against another of equivalent level and you have Achilles vs. Hector (and all the other matchups in the Iliad) or Arjuna vs. Karna. The whole hit pt system just replicates mythic heroes much more than fantasy heroes. If Conan is sleeping and a guy with a sword gets to whack him, Conan's head falls off. If Cuchulainn is sleeping and a guy with a sword gets to whack him, Cuchulainn wakes up, makes his Fort save vs. the coup de grace, and kills the guy with his toenail. Mid to high level D&D does Cuchulainn much better than Conan. I don't really think there's any kind of fair comparison. I think the M&M combat system reflects the modularity of the entire M&M system in being a lot more flexible than the D&D combat system is, but even that's somewhat unfair an assessment, since D&D combat is very varied. It's just that D&D makes the decisions for you about how combat in the game will change, since it varies from 1st to 5th lvl, 5th to 10th lvl, 10th lvl to 15th, etc, and the progression is pre-decided. M&M leaves the choice a little more open-ended, since you are more likely to start at a certain level and stay around it too. That, I think, might be one of the biggest differences. Playing a D&D game where PCs cover a lot of levels during the campaign means significant changes in gameplay. Playing an M&M game for the same period of time is unlikely to mean a significant change in gameplay, since the power level won't shift that much (though it can, if the DM does a D&D-esque jump in PL every couple of months). So I think that the difference in the combat systems has more to do with things outside the combat system. D&D is designed for things outside the combat system (i.e. levels) to change drastically over time, and that changes combat equally drastically. M&M isn't and it doesn't. In both, however, you can do the other (not level up or not much, in D&D, and change PLs a lot in M&M). Or maybe I'm just rambling. What do you think? [/QUOTE]
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