creator
Team Buster Ledger
It's time for Powergrids 2.0
Posts: 1,217
|
Post by creator on Sept 17, 2011 17:37:59 GMT -5
Mutants and Masterminds is another great system. If not my favorite. I have always preferred the Hero System (Champions setting). You can better describe characters, even the cosmic power houses.
|
|
|
Post by Crom-Cruach on Sept 17, 2011 17:40:29 GMT -5
I find mutants and masterminds unilaterally superior to the Hero system whom has several breaking points that can easily pop up even with the best intentions from players.
Even if it isn't as bad as Rifts for that.
|
|
creator
Team Buster Ledger
It's time for Powergrids 2.0
Posts: 1,217
|
Post by creator on Sept 19, 2011 1:22:05 GMT -5
I find mutants and masterminds unilaterally superior to the Hero system whom has several breaking points that can easily pop up even with the best intentions from players. Even if it isn't as bad as Rifts for that. As an example the recent DC Adventures from Mutants and Masterminds does not capture the true power level of the big guns in that universe.
|
|
|
Post by Crom-Cruach on Sept 19, 2011 10:19:05 GMT -5
As an example the recent DC Adventures from Mutants and Masterminds does not capture the true power level of the big guns in that universe. This is inherently irrelevant to which system is superior as an RPG however. Because stats are nothing but suggestions. Any of the DC characters can be stated with Mutants and Masterminds. Depending on the version it's just a question of upping the power level when making stats. What makes a superior system in my opinion is it's own internal consistency, presence or absence of mechanical breaking points and whether it is conductive to the narrative it wants to tell.
|
|
creator
Team Buster Ledger
It's time for Powergrids 2.0
Posts: 1,217
|
Post by creator on Sept 19, 2011 11:25:52 GMT -5
This is inherently irrelevant to which system is superior as an RPG however. Because stats are nothing but suggestions. Any of the DC characters can be stated with Mutants and Masterminds. Depending on the version it's just a question of upping the power level when making stats. What makes a superior system in my opinion is it's own internal consistency, presence or absence of mechanical breaking points and whether it is conductive to the narrative it wants to tell. My opinion differs.
|
|
|
Post by Crom-Cruach on Sept 19, 2011 11:38:51 GMT -5
Which is your right. I've found however the Mutants and Masterminds does super-heroes the best from my experience.
|
|
creator
Team Buster Ledger
It's time for Powergrids 2.0
Posts: 1,217
|
Post by creator on Sept 19, 2011 15:37:25 GMT -5
Which is your right. I've found however the Mutants and Masterminds does super-heroes the best from my experience. And myself the opposite. I have been fortunate to have played both systems with some of the best players and GMs on 2 continents IMO (UK and US at a number of conventions) and this combined with playing both systems have confirmed my belief, to me. When a system struggles to actually represent a character in it's rules, it fails at the first hurdle. It does not matter if a system has faster game play if it does not permit the character to accomplish what they are shown to do on the page of comic. But again this just comes down to opinions. I like to think that I can count on Superman to be able to lift more than half a million tonnes without resorting to hero points. You never know when he might need to move another small moon to actually save the planet. Yes characters stats in RPGs are estimations but the writers can read comics and at least make an accurate 'estimation'. It would take them only 20 mins to realise that Superman can lift at least billions of tonnes as an absolute minimum (but that is barely a fraction of what he can lift). I don't blame the system for this poor 'estimation' but seeing how the system struggles with power levels that DC powerhouses should be at, then it fails to accurately represent any and all characters.
|
|
|
Post by Crom-Cruach on Sept 19, 2011 15:41:42 GMT -5
But again, that is designer's fault on not actually knowing Superman's actual capabilities not the system itself. How designers have stated superman is not itself indication in my opinion that Mutants and Masterminds is an inferior system. Because if one who does have proper knowledge of superman wants to stat him up. One can effortlessly with the system. Regardless of if X writer of the game incorrectly stated Superman.
To me in Pen and Paper RPGs. A good one shines through by it's qualities in mechanical consistency, absence of breaking points in the rules, and ability to portray what is intended.
|
|
creator
Team Buster Ledger
It's time for Powergrids 2.0
Posts: 1,217
|
Post by creator on Sept 19, 2011 15:48:21 GMT -5
But again, that is designer's fault on not actually knowing Superman's actual capabilities not the system itself. How designers have stated superman is not itself indication in my opinion that Mutants and Masterminds is an inferior system. Because if one who does have proper knowledge of superman wants to stat him up. One can effortlessly with the system. Regardless of if X writer of the game incorrectly stated Superman. To me in Pen and Paper RPGs. A good one shines through by it's qualities in mechanical consistency, absence of breaking points in the rules, and ability to portray what is intended. It struggles at millions of tonnes, let alone any higher figure.
|
|
|
Post by Crom-Cruach on Sept 19, 2011 15:50:38 GMT -5
It struggles at millions of tonnes, let alone any higher figure. Not if you have the mastermind's handbook or ultimate power. Then first provides alternate modifiers on tables of super-strenght. The second has alternate power feats and expanded power suites. Each provide easy ways to access to billions of tons of strength lifting.
|
|
creator
Team Buster Ledger
It's time for Powergrids 2.0
Posts: 1,217
|
Post by creator on Sept 19, 2011 23:44:13 GMT -5
It struggles at millions of tonnes, let alone any higher figure. Not if you have the mastermind's handbook or ultimate power. Then first provides alternate modifiers on tables of super-strenght. The second has alternate power feats and expanded power suites. Each provide easy ways to access to billions of tons of strength lifting. I have both books and I still don't agree.
|
|
|
Post by Crom-Cruach on Sept 20, 2011 0:21:05 GMT -5
Well, we'll have to agree to disagree then. Because in my experience Mutants& Masterminds is better at all levels of super-hero play and I never had trouble stating superman or even more powerful beings.
|
|