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<blockquote data-quote="Jeff Wilder" data-source="post: 4608717" data-attributes="member: 5122"><p>The appeal to me comes down to:</p><p></p><p>(1) Mechanics. The M&M combat system (which is also the True20 system, I believe, though there are differences for genre purposes) is <em>fast</em>. Attacker rolls to hit, then Defender rolls a save. The save itself tells you how much damage you take (if any).</p><p></p><p>(2) Flavor. Leading out of the mechanics, M&M feels like a super-hero game to me in play. Move around, use the environment. I love to tinker with numbers, so I loved Champions back in the day, but <em>in play</em> Champions was horribly slow.</p><p></p><p>(3) Setting. <em>Freedom City</em> is one of the best settings sourcebooks I've ever read, for any system. Everything is there, and yet anything can be easily altered.</p><p></p><p>(4) GM control. The GM can do nasty things to the PCs, by fiat, and it's not "by fiat." The rules account for it. If the GM messes with the PCs, the PCs accumulate Hero Points, which makes the villains easier to beat. It's very elegant.</p><p></p><p>So far I've only played M&M at cons, but I desperately want to run a game. Maybe, fingers crossed, in a couple more months when my Eberron game wraps up ...</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 4608717, member: 5122"] The appeal to me comes down to: (1) Mechanics. The M&M combat system (which is also the True20 system, I believe, though there are differences for genre purposes) is [i]fast[/i]. Attacker rolls to hit, then Defender rolls a save. The save itself tells you how much damage you take (if any). (2) Flavor. Leading out of the mechanics, M&M feels like a super-hero game to me in play. Move around, use the environment. I love to tinker with numbers, so I loved Champions back in the day, but [i]in play[/i] Champions was horribly slow. (3) Setting. [i]Freedom City[/i] is one of the best settings sourcebooks I've ever read, for any system. Everything is there, and yet anything can be easily altered. (4) GM control. The GM can do nasty things to the PCs, by fiat, and it's not "by fiat." The rules account for it. If the GM messes with the PCs, the PCs accumulate Hero Points, which makes the villains easier to beat. It's very elegant. So far I've only played M&M at cons, but I desperately want to run a game. Maybe, fingers crossed, in a couple more months when my Eberron game wraps up ... [/QUOTE]
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