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What's your favorite superhero TTRPG and why?
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<blockquote data-quote="Thomas Shey" data-source="post: 8318969" data-attributes="member: 7026617"><p>At a certain point, paying attention to more things is going to have more handling time. Hero has at least three things to track somewhat regularly (Stun, Endurance, how Recovery interacts with those), a lot of meaningful options in terms of manuevers, and many characters have additional options of their own (power options in multipowers or martial manuevers). Since its also not a sudden-death system (barring the old broken Killing Attack "stun explosion") so you're going to have to do more than one hit to put an opponent down--probably at least three assuming an opponent super (this is the flip side of getting at least a little time to figure out things aren't working for you before you go down yourself). With the eight people I quoted, the fact each of them might use 25 minutes each across the course of a combat just can't seem that excessive to me.</p><p></p><p>Not all of those things might be considered valuable (there's persistent discussion of whether Endurance is really necessary), but the more of the others you strip off, I can't think makes the game play worse; I don't think too many of the others on my list would cut that down by more than 20% per person; people still need to make decisions and people still have a certain number of hits they take before going down. The only difference, really, is a bit of bookkeeping.</p><p></p><p>(It should be noted that you could like reduce that time further with really simple characters and/or really decisive players, but I'm not going to assume those--its certainly not what I'd expect in my games no matter <em>what</em> system was used.)</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8318969, member: 7026617"] At a certain point, paying attention to more things is going to have more handling time. Hero has at least three things to track somewhat regularly (Stun, Endurance, how Recovery interacts with those), a lot of meaningful options in terms of manuevers, and many characters have additional options of their own (power options in multipowers or martial manuevers). Since its also not a sudden-death system (barring the old broken Killing Attack "stun explosion") so you're going to have to do more than one hit to put an opponent down--probably at least three assuming an opponent super (this is the flip side of getting at least a little time to figure out things aren't working for you before you go down yourself). With the eight people I quoted, the fact each of them might use 25 minutes each across the course of a combat just can't seem that excessive to me. Not all of those things might be considered valuable (there's persistent discussion of whether Endurance is really necessary), but the more of the others you strip off, I can't think makes the game play worse; I don't think too many of the others on my list would cut that down by more than 20% per person; people still need to make decisions and people still have a certain number of hits they take before going down. The only difference, really, is a bit of bookkeeping. (It should be noted that you could like reduce that time further with really simple characters and/or really decisive players, but I'm not going to assume those--its certainly not what I'd expect in my games no matter [I]what[/I] system was used.) [/QUOTE]
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What's your favorite superhero TTRPG and why?
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