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What makes a successful superhero game?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9730496" data-attributes="member: 18"><p>I think this waaaaaay overstated. Like 10x overstated.</p><p></p><p>It's obviously not meaningfully true, I'd say. Plenty of supers games manage balance that at least as good as say, D&D 5E whilst having different superheroes. What does "physics simulation" even mean in this context? AFAICT the only supers RPG which does anything even within sight of "physics simulation" is HERO/Champions (which is decent but highly specific) and utterly dreadful for anything but The Boys or similar GURPS Supers, which. M&M, for example seems to do zero "physics simulation" to me.</p><p></p><p>People need to stop waffling on about modern-ish Superman honestly. He's a grotesque outlier and insanely inconsistent in power level in the comics. Virtually every "superman-style" character in TTRPGs is, if we obsess about the numbers, much less strong, fast (particularly fast-flying and let's be real Superman's super-speed at anything but flying is super-inconsistent in comics/movies - sometimes he doesn't have it at all), tough, and so on than the <em>most powerful</em> versions of Superman out there. Yet these TTRPG characters work just fine and no-one is moaning that they can't lift an ocean liner with one finger or w/e. Just because you can't balance him at his most extreme doesn't make balance in more sane conditions impossible.</p><p></p><p>It's particularly notable that virtually all the real "offenders" balance wise are a very small group of DC Heroes (and all male, too, because I'm sorry by WW does not present balance issues), who have just been written into excessively epic scenarios because they were effectively "single player" - i.e. all about one character.</p><p></p><p></p><p>Yup, and you can have Superman VIBES (and be insanely more power than Superman used to be in Ye Olde Dayes) on like, a tiny fraction of the points one of the nastier versions of DC Superman would take. Especially if there's some way to "stunt" or "push" powers, because that's actually something Superman does quite a lot - he doesn't casually do a lot of his more impressive feats, he struggles to do them.</p><p></p><p></p><p>FASERIP? That was actually really good at quite wide power range we found, it wasn't perfect but it was solid. MSHAG (the one with the cards) was also really good for diverse groups of heroes and villains.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9730496, member: 18"] I think this waaaaaay overstated. Like 10x overstated. It's obviously not meaningfully true, I'd say. Plenty of supers games manage balance that at least as good as say, D&D 5E whilst having different superheroes. What does "physics simulation" even mean in this context? AFAICT the only supers RPG which does anything even within sight of "physics simulation" is HERO/Champions (which is decent but highly specific) and utterly dreadful for anything but The Boys or similar GURPS Supers, which. M&M, for example seems to do zero "physics simulation" to me. People need to stop waffling on about modern-ish Superman honestly. He's a grotesque outlier and insanely inconsistent in power level in the comics. Virtually every "superman-style" character in TTRPGs is, if we obsess about the numbers, much less strong, fast (particularly fast-flying and let's be real Superman's super-speed at anything but flying is super-inconsistent in comics/movies - sometimes he doesn't have it at all), tough, and so on than the [I]most powerful[/I] versions of Superman out there. Yet these TTRPG characters work just fine and no-one is moaning that they can't lift an ocean liner with one finger or w/e. Just because you can't balance him at his most extreme doesn't make balance in more sane conditions impossible. It's particularly notable that virtually all the real "offenders" balance wise are a very small group of DC Heroes (and all male, too, because I'm sorry by WW does not present balance issues), who have just been written into excessively epic scenarios because they were effectively "single player" - i.e. all about one character. Yup, and you can have Superman VIBES (and be insanely more power than Superman used to be in Ye Olde Dayes) on like, a tiny fraction of the points one of the nastier versions of DC Superman would take. Especially if there's some way to "stunt" or "push" powers, because that's actually something Superman does quite a lot - he doesn't casually do a lot of his more impressive feats, he struggles to do them. FASERIP? That was actually really good at quite wide power range we found, it wasn't perfect but it was solid. MSHAG (the one with the cards) was also really good for diverse groups of heroes and villains. [/QUOTE]
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