Thomas Shey
Legend
Being able to approximate a superhero in 5E is not really the point of the original argument though. The claim was that one couldn't build a class and level based superhero game on the 5E chassis that wasn't a "design failure" as a superhero game. Even more, the claim was that any superhero game was a design failure unless it could do any kind or scale of supers. Unless of course it gets an arbitrary pass for being narrative or focused.
Given I made the latter qualification in part of that statement in virtually the first part of my criticism there (where I mentioned AMP:Y)), if you're going to get snarky about it, take it up with whoever you're arguing with in your head, not me.
Spoiler: a class and level.supers game is totally viable if, as with any other game, it does what you want it to do in play. And even if it doesn't, it isn't a "design failure" it is just not the game you were looking for.
Do you somehow think I'm going to agree with this more the second time you go around with me on it? Is something supposed to have changed?
Edit: To make this abundantly clear, I'm talking about general-purpose superhero games here; I'll accept theoretically that a class and level (though the latter part is a harder sell) system might be appropriate for some special purpose (i.e. setting specific) superhero or superhero adjacent games. That said, it'd have to be very specific; just being low powered or narrow is not going to help, per se; it requires that the setting has reasons for types to be strongly bucketed that is not normal or superhero settings in general.
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