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<blockquote data-quote="Jhamin" data-source="post: 1490106" data-attributes="member: 1023"><p>This sounds like a very poor GM all around. My apologies on behalf of Herodom.</p><p></p><p>- If he didn't want you to do all the stuff Spider Man does, he shouldn't have given you an agile guy named "Webs". When he did, you started comparing what Spiderman can do with what Webs can do when you evaluated the game.</p><p></p><p>- If he did intend that you play a Spider Man Analogue, then this sounds like he gave you a really awful version of the character to play. He should have bought you the ability to perform all the Web Tricks Spidey uses every issue.</p><p></p><p>- It also sounds like he didn't even know the rules very well. If he disallowed something because you "Didn't have Forcewall", then although I am just making an educated guess it sounds like your GM hadn't fully read the Entangle power.</p><p></p><p></p><p></p><p>All in all, your point about buying different powers to simulate various effects is well taken. It does tend to complicate some writeups & increase the expense of some characters.</p><p>It is also something that most Hero gamers see as a strength rather than a weakness. To use Spiderman as an example, lots of characters have the ability to swing from a line (Daredevil, Batman & co., Moonknight, Tarzan, the Musketeers, etc) but Spiderman's webs go way beyond that. He can do a whole host of things besides swing on them. Some systems give swinglines all that stuff to begin with, then give you a break if you can't do them all. Hero chooses to break every power down to a very basic level and let you add things as you go.</p><p>This is an approach that frustrates many, but is seen by most Hero fans as a level of control over character creation lacking in most other RPGs.</p><p></p><p></p><p></p><p></p><p>BTW:</p><p>5th edition also includes a skill that allows you to use your powers in ways that make sense but only come up once in a blue moon by just rolling the dice. You don't have to buy every possible permutation if you only expect to do one or two things on a regular basis.</p><p>I suspect the Hulk bought a superstrength Entangle because he seems to do that every other issue & having the power is more reliable than making rolls.</p></blockquote><p></p>
[QUOTE="Jhamin, post: 1490106, member: 1023"] This sounds like a very poor GM all around. My apologies on behalf of Herodom. - If he didn't want you to do all the stuff Spider Man does, he shouldn't have given you an agile guy named "Webs". When he did, you started comparing what Spiderman can do with what Webs can do when you evaluated the game. - If he did intend that you play a Spider Man Analogue, then this sounds like he gave you a really awful version of the character to play. He should have bought you the ability to perform all the Web Tricks Spidey uses every issue. - It also sounds like he didn't even know the rules very well. If he disallowed something because you "Didn't have Forcewall", then although I am just making an educated guess it sounds like your GM hadn't fully read the Entangle power. All in all, your point about buying different powers to simulate various effects is well taken. It does tend to complicate some writeups & increase the expense of some characters. It is also something that most Hero gamers see as a strength rather than a weakness. To use Spiderman as an example, lots of characters have the ability to swing from a line (Daredevil, Batman & co., Moonknight, Tarzan, the Musketeers, etc) but Spiderman's webs go way beyond that. He can do a whole host of things besides swing on them. Some systems give swinglines all that stuff to begin with, then give you a break if you can't do them all. Hero chooses to break every power down to a very basic level and let you add things as you go. This is an approach that frustrates many, but is seen by most Hero fans as a level of control over character creation lacking in most other RPGs. BTW: 5th edition also includes a skill that allows you to use your powers in ways that make sense but only come up once in a blue moon by just rolling the dice. You don't have to buy every possible permutation if you only expect to do one or two things on a regular basis. I suspect the Hulk bought a superstrength Entangle because he seems to do that every other issue & having the power is more reliable than making rolls. [/QUOTE]
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