deuxhero
Arcane
I've gotten a hold of a few of these and wanted to hear the Codex's opinion on which they like best since I'm sure people here have played more of them then me (only some M&M experience here) and what the pros and cons of them are.
With Hero System you can design any character you want with a fairly robust power creation system. You want an energy projector that generates miles wide storms you can do it. Combat is structured fairly well and if you follow the rules then it should be rather easy to do large scale fights.
Your Environment affects a 30 foot radius around you at rank 1. Each additional rank moves the radius up one distance rank, for a reach of approximately 2,000 miles at rank 20, sufficient to alter the environment of an entire continent!
With Hero System you can design any character you want with a fairly robust power creation system. You want an energy projector that generates miles wide storms you can do it. Combat is structured fairly well and if you follow the rules then it should be rather easy to do large scale fights.
Lots of them do this though. M&M outright includes this in the description for the power that weather control falls under
Your Environment affects a 30 foot radius around you at rank 1. Each additional rank moves the radius up one distance rank, for a reach of approximately 2,000 miles at rank 20, sufficient to alter the environment of an entire continent!
Also a thing in M&M.
Hero System
City of Heroes by a huge margin. One of the best create a characters of all time, just about any power you can think of, you can choose to be evil or somewhere in between, it's all good.
Hero System
Now that's a ruleset I haven't heard about in a long time.
Also a thing in M&M.
Look dude you asked for what people's favorite superhero RPGs. I gave mine. Accept it and move on. I could care less about your worthless d20 superhero game. Real superhero players uses Hero System or GURPs Supers.
Also a thing in M&M.
Look dude you asked for what people's favorite superhero RPGs. I gave mine. Accept it and move on. I could care less about your worthless d20 superhero game. Real superhero players uses Hero System or GURPs Supers.
I asked for the pros and cons. Doing a thing a lot of the genre does doesn't help me distinguish them.
City of Heroes by a huge margin. One of the best create a characters of all time, just about any power you can think of, you can choose to be evil or somewhere in between, it's all good.
Mutants & Masterminds isn't very easy for character building and the combat is a bit iffy, but I just love the sheer variety you can pull off with the system.
i really like heroes, but it plays rather slow and is heavy on crunch. yes, it's modular and you can drop half of its systems without losing a lot. but why playing a ruleset when you homebrew it to something different? as an alternative there's fuzion. that's a fusion, hence the name, of cyberpunk's interlock and champion's hero system. it's 70% interlock and 30% hero and plays a lot faster. i've not done much with it, but i've fond memories.I've gotten a hold of a few of these and wanted to hear the Codex's opinion on which they like best since I'm sure people here have played more of them then me (only some M&M experience here) and what the pros and cons of them are.
Mainly how saves work. You've got to have them around your PL to not get shitblasted the moment fists start flying, so the saves become a tax that you need to have. Since saves cost five points per PL to increase, you'll end up with spending a third of your points per level boosting up your saves. Every point you are behind is a 5% decrease in durability, and having a toughness two points or lower than the PL will open you up to being one-shotted in a fight. On top of that, active defenses (dodge, parry, toughness gained through dodge rolls) can be circumvented by either surprise attacks or a big pot of super lube. If Superman falls on his face he's still bulletproof: Green Arrow is not. The issue with active defenses worsens the higher your PL is: getting your Dodge halved at PL6 is a lot less impactful than it is at PL16.What do you feel makes the combat "iffy"?Mutants & Masterminds isn't very easy for character building and the combat is a bit iffy, but I just love the sheer variety you can pull off with the system.