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<blockquote data-quote="Dausuul" data-source="post: 5685154" data-attributes="member: 58197"><p>Thanks to everyone who's answered so far! Your suggestions are immensely helpful. You've gone a long way to assuage my concerns about M&M, and given me quite a few other options to look at as well.</p><p></p><p></p><p></p><p>Combat is an unholy mess--takes forever to resolve a single round, what with the stack-style initiative and having to hold back actions to dodge and keeping track of dice pools and all the myriad ways powers interact. The rules are often unclear and sometimes flatly contradict themselves. Many power mechanics are stupidly convoluted and make you look up other powers for no apparent reason: "Treat this power as if using that other power, except they don't actually work the same, so figure out how to reconcile that."</p><p></p><p>Powers with durations have to be tracked round-by-round in combat, and each power has its own duration--at least D&D was reasonably consistent about "one round per level." Powers range from the pathetic (Bioluminescence) to the absurdly broken (Telepathy). Chargen uses two distinct point systems, and then a third point system is used for advancement. The dice pool mechanic leads to wild variations in outcomes. </p><p></p><p>I could go on, but I think you get the point. I could deal with it if not for the combat system. A couple of my players like to get their fight on, and I normally enjoy a good tussle, but I shy away from starting combat in Aberrant because it eats up hours of game time--it makes the grindiest 4E fight you ever saw look brisk.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5685154, member: 58197"] Thanks to everyone who's answered so far! Your suggestions are immensely helpful. You've gone a long way to assuage my concerns about M&M, and given me quite a few other options to look at as well. Combat is an unholy mess--takes forever to resolve a single round, what with the stack-style initiative and having to hold back actions to dodge and keeping track of dice pools and all the myriad ways powers interact. The rules are often unclear and sometimes flatly contradict themselves. Many power mechanics are stupidly convoluted and make you look up other powers for no apparent reason: "Treat this power as if using that other power, except they don't actually work the same, so figure out how to reconcile that." Powers with durations have to be tracked round-by-round in combat, and each power has its own duration--at least D&D was reasonably consistent about "one round per level." Powers range from the pathetic (Bioluminescence) to the absurdly broken (Telepathy). Chargen uses two distinct point systems, and then a third point system is used for advancement. The dice pool mechanic leads to wild variations in outcomes. I could go on, but I think you get the point. I could deal with it if not for the combat system. A couple of my players like to get their fight on, and I normally enjoy a good tussle, but I shy away from starting combat in Aberrant because it eats up hours of game time--it makes the grindiest 4E fight you ever saw look brisk. [/QUOTE]
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