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<blockquote data-quote="Jackelope King" data-source="post: 3813602" data-attributes="member: 31454"><p>You're sliding down the slippery-slope, RC. "Balanced" doesn't mean "identical". My M&M group is case-in-point of this. We have:</p><p></p><p>- A psychic ninja who absolutely excells in one-on-one encounters against weak-minded foes.</p><p>- A radiation controller who can control her own mass who is the most terrifying grappler in the group, and can generally shut down opponents pretty well and also evade damage like a pro.</p><p>- A hellfire wielder who is probably pound-for-pound the biggest damage dealer in the group, with a lot of options for making people go boom; he's got pretty fair damage-evasion abilities.</p><p>- An alchemic paragon who is a superb tank and who has some nice versatility in an array of alchemy he can unleash to transmute nearby matter.</p><p>- A matter- and energy-shaper who is a fine tank herself but can also warp the battlefield to the order of 100,000 cubic feet of matter per round; she's also the group leader and can boost her allies' saves and attack rolls.</p><p></p><p>All of these heroes are very different characters, whose powers have completely different applications, each of whom fill different roles in the group. And yet they are (for the most part) balanced with each other, all performing similarly in combat. Sure the hellfire wielder and alchemic paragon have to be more careful when it comes to infiltration (or they can act as distractions very easily). And if it involves taking down a tough opponent with a low will-save, the hellfire wielder and psychic ninja are the best bets. If it requires battlefield control, you really need to turn to the alchemic paragon and the matter-shaper. And for goon-sweeping? Sure, everyone can hack it, but the matter-shaper can manipulate so much matter that she can take out whole army divisions in one round.</p><p></p><p>"Balanced" does not mean "identical".</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3813602, member: 31454"] You're sliding down the slippery-slope, RC. "Balanced" doesn't mean "identical". My M&M group is case-in-point of this. We have: - A psychic ninja who absolutely excells in one-on-one encounters against weak-minded foes. - A radiation controller who can control her own mass who is the most terrifying grappler in the group, and can generally shut down opponents pretty well and also evade damage like a pro. - A hellfire wielder who is probably pound-for-pound the biggest damage dealer in the group, with a lot of options for making people go boom; he's got pretty fair damage-evasion abilities. - An alchemic paragon who is a superb tank and who has some nice versatility in an array of alchemy he can unleash to transmute nearby matter. - A matter- and energy-shaper who is a fine tank herself but can also warp the battlefield to the order of 100,000 cubic feet of matter per round; she's also the group leader and can boost her allies' saves and attack rolls. All of these heroes are very different characters, whose powers have completely different applications, each of whom fill different roles in the group. And yet they are (for the most part) balanced with each other, all performing similarly in combat. Sure the hellfire wielder and alchemic paragon have to be more careful when it comes to infiltration (or they can act as distractions very easily). And if it involves taking down a tough opponent with a low will-save, the hellfire wielder and psychic ninja are the best bets. If it requires battlefield control, you really need to turn to the alchemic paragon and the matter-shaper. And for goon-sweeping? Sure, everyone can hack it, but the matter-shaper can manipulate so much matter that she can take out whole army divisions in one round. "Balanced" does not mean "identical". [/QUOTE]
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