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What makes a successful superhero game?
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<blockquote data-quote="Theory of Games" data-source="post: 9733616" data-attributes="member: 7042201"><p>Well. I've played, ran and read most of the superhero ttrpgs ever created because I enjoy the genre. Most of them allow for characters that vastly outperform others, either via random-rolled creation or point-buy creation. You're suggesting that gap in capability is a flaw, but again, that gap matches how the genre works. It's like saying ttrpgs emulating gunslingers of the 'Old West' is broken because some characters are faster on the draw than others. It's perfect genre emulation. Now, if a group wants all the characters to be the same, go for it.</p><p></p><p>Well, as usual, terms like "better" and "more effective" are super-subjective. Also, in MSH (Advanced) killing results in a superhero PC losing ALL of their Karma, even if the death is accidental or done when the character was under the control of another character. So no, I wouldn't define that as "mechanically better".</p><p></p><p></p><p>Well. I've played, ran and read most of the superhero ttrpgs ever created because I enjoy the genre. Most of them allow for characters that vastly outperform others, either via random-rolled creation or point-buy creation. You're suggesting that gap in capability is a flaw, but again, that gap matches how the genre works. It's like saying ttrpgs emulating gunslingers of the 'Old West' is broken because some characters are faster on the draw than others. It's perfect genre emulation. Now, if a group wants all the characters to be the same, go for it.</p><p></p><p>Well, as usual, terms like "better" and "more effective" are super-subjective. Also, in MSH (Advanced) killing results in a superhero PC losing ALL of their Karma, even if the death is accidental or done when the character was under the control of another character. So no, I wouldn't define that as "mechanically better".</p><p></p><p>Noted. I was just noting that the option was actually in the game.</p><p></p><p>Well YMMV. IF a player farmed enough Karma, their character could almost do anything they wanted with that system.</p><p></p><p>I wasn't assuming or even mentioning player reactions. I was commenting on the genre and attempts at "balance" in the games.</p><p></p><p>Well. Sometimes you get both burglar and mass-murderer (most of Batman's villains). If the group wants a lethal gameplay experience, they should pick a system that best allows for that. But all systems don't need to perform exactly the same.</p><p></p><p></p><p>I played mostly the Advanced edition, and with it players could perform multiple actions per turn (with a penalty). You also had Pre-Actions as part of the initiative sequence allowing a character to use Dodging, Evading or Blocking FEATs against (upcoming) opponent attacks.</p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9733616, member: 7042201"] Well. I've played, ran and read most of the superhero ttrpgs ever created because I enjoy the genre. Most of them allow for characters that vastly outperform others, either via random-rolled creation or point-buy creation. You're suggesting that gap in capability is a flaw, but again, that gap matches how the genre works. It's like saying ttrpgs emulating gunslingers of the 'Old West' is broken because some characters are faster on the draw than others. It's perfect genre emulation. Now, if a group wants all the characters to be the same, go for it. Well, as usual, terms like "better" and "more effective" are super-subjective. Also, in MSH (Advanced) killing results in a superhero PC losing ALL of their Karma, even if the death is accidental or done when the character was under the control of another character. So no, I wouldn't define that as "mechanically better". Well. I've played, ran and read most of the superhero ttrpgs ever created because I enjoy the genre. Most of them allow for characters that vastly outperform others, either via random-rolled creation or point-buy creation. You're suggesting that gap in capability is a flaw, but again, that gap matches how the genre works. It's like saying ttrpgs emulating gunslingers of the 'Old West' is broken because some characters are faster on the draw than others. It's perfect genre emulation. Now, if a group wants all the characters to be the same, go for it. Well, as usual, terms like "better" and "more effective" are super-subjective. Also, in MSH (Advanced) killing results in a superhero PC losing ALL of their Karma, even if the death is accidental or done when the character was under the control of another character. So no, I wouldn't define that as "mechanically better". Noted. I was just noting that the option was actually in the game. Well YMMV. IF a player farmed enough Karma, their character could almost do anything they wanted with that system. I wasn't assuming or even mentioning player reactions. I was commenting on the genre and attempts at "balance" in the games. Well. Sometimes you get both burglar and mass-murderer (most of Batman's villains). If the group wants a lethal gameplay experience, they should pick a system that best allows for that. But all systems don't need to perform exactly the same. I played mostly the Advanced edition, and with it players could perform multiple actions per turn (with a penalty). You also had Pre-Actions as part of the initiative sequence allowing a character to use Dodging, Evading or Blocking FEATs against (upcoming) opponent attacks. [/QUOTE]
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