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<blockquote data-quote="Felon" data-source="post: 4610347" data-attributes="member: 8158"><p>This is a fair criticism. If you go to the M&M forums and try to address the issue of abuse-prone powers, you get hammered with responses about GM fiat and being flamed for not ruling your players with an iron fist. M&M is designed with the notion that in a supers game, the GM ought to be the one to say "no, you can't have thsi" to a player. </p><p></p><p>And I like that to an extent. I wish powers and feats were priced a little more accurately according to their value, but the simple truth is, superheroes can do some pretty insane stuff. In Champions, some powers are priced so aggressively that they're simply unaffordable; nobody touches Transform for that reason.</p><p></p><p>As a side, Super-Speed is actually considered by M&M afficionados to be overpriced at 5 points a rank, as it simply an almagam of some other powers, including the fluffy "Quicknes" power.</p><p></p><p></p><p>Now I find this criticism less valid. M&M powers inflict damage or conditions, just like in D&D or any other game. The impervious extra takes the swingyness out of getting hit (basically, it's like taking 10 on the damage saving throw). But honestly, the swingyness makes M&M work to a degree that games like Champions doesn't. In Champions, everyone's attacks and defenses have a tendency to gravitate around a very homogeneous range. Nobody wants to be the martial artist who can't punch or blast his way out of a bank vault. Nobody wants to be the guy who isn't bulletproof, or the guy who's only using bullets himself. But I see those characters get played in M&M. It almost it brought a tear to this old gamer's eye to see a Punisher knock-off.</p></blockquote><p></p>
[QUOTE="Felon, post: 4610347, member: 8158"] This is a fair criticism. If you go to the M&M forums and try to address the issue of abuse-prone powers, you get hammered with responses about GM fiat and being flamed for not ruling your players with an iron fist. M&M is designed with the notion that in a supers game, the GM ought to be the one to say "no, you can't have thsi" to a player. And I like that to an extent. I wish powers and feats were priced a little more accurately according to their value, but the simple truth is, superheroes can do some pretty insane stuff. In Champions, some powers are priced so aggressively that they're simply unaffordable; nobody touches Transform for that reason. As a side, Super-Speed is actually considered by M&M afficionados to be overpriced at 5 points a rank, as it simply an almagam of some other powers, including the fluffy "Quicknes" power. Now I find this criticism less valid. M&M powers inflict damage or conditions, just like in D&D or any other game. The impervious extra takes the swingyness out of getting hit (basically, it's like taking 10 on the damage saving throw). But honestly, the swingyness makes M&M work to a degree that games like Champions doesn't. In Champions, everyone's attacks and defenses have a tendency to gravitate around a very homogeneous range. Nobody wants to be the martial artist who can't punch or blast his way out of a bank vault. Nobody wants to be the guy who isn't bulletproof, or the guy who's only using bullets himself. But I see those characters get played in M&M. It almost it brought a tear to this old gamer's eye to see a Punisher knock-off. [/QUOTE]
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