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*TTRPGs General
What's your favorite superhero TTRPG and why?
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<blockquote data-quote="Thomas Shey" data-source="post: 8322022" data-attributes="member: 7026617"><p>Well, you absolutely can find ways to make characters in comics who have no obvious defenses viable in representative supers games, but you have to really step back and ask the question of how they apparently do so. You can run into problems where there's no even implied answer to that (this would have been a problem a lot of members of the Legion of Super-Heroes for a lot of their lifespan; the only reason they didn't get clobbered was because no one with any skill shot at them, and past that they had good team tactics for taking down the opposition ASAP, but its hard to make that both work and be satisfactory in a game) but for a lot of others there are implied or outright stated issues (Cyclops is supposed to have a great degree of situational awareness and a high order of general martial skill, Storm has a fair bit of the latter and is also extremely maneuverable in the air); the usual issue is a lot of comic supers are built around avoidance, and to the degree games make a distinction between avoiding hits and being able to take them (some games like Supers! or Prowlers and Paragons don't), its often hard to make "not being hit" as good a choice as "not being hurt"; its frequently difficult to do (it was damn near impossible in the old MSH) and can be unsatisfying on various levels, so you end up doing things like Hero Combat Luck or M&M Defensive Roll that are about not taking the hit solidly.</p><p></p><p>But in general you're right; games in general don't look particularly like the more common forms of their genres in other media (supers are actually one of the <em>closer</em> ones in some ways, since at least team books are a thing), and I suspect the majority of people would only somewhat want them to given what would be needed to make that happen.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8322022, member: 7026617"] Well, you absolutely can find ways to make characters in comics who have no obvious defenses viable in representative supers games, but you have to really step back and ask the question of how they apparently do so. You can run into problems where there's no even implied answer to that (this would have been a problem a lot of members of the Legion of Super-Heroes for a lot of their lifespan; the only reason they didn't get clobbered was because no one with any skill shot at them, and past that they had good team tactics for taking down the opposition ASAP, but its hard to make that both work and be satisfactory in a game) but for a lot of others there are implied or outright stated issues (Cyclops is supposed to have a great degree of situational awareness and a high order of general martial skill, Storm has a fair bit of the latter and is also extremely maneuverable in the air); the usual issue is a lot of comic supers are built around avoidance, and to the degree games make a distinction between avoiding hits and being able to take them (some games like Supers! or Prowlers and Paragons don't), its often hard to make "not being hit" as good a choice as "not being hurt"; its frequently difficult to do (it was damn near impossible in the old MSH) and can be unsatisfying on various levels, so you end up doing things like Hero Combat Luck or M&M Defensive Roll that are about not taking the hit solidly. But in general you're right; games in general don't look particularly like the more common forms of their genres in other media (supers are actually one of the [I]closer[/I] ones in some ways, since at least team books are a thing), and I suspect the majority of people would only somewhat want them to given what would be needed to make that happen. [/QUOTE]
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What's your favorite superhero TTRPG and why?
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