Originally posted by tesuji
I gotta appluad monolith for perhaps the most biased comparison of MNM and HERo i have ever seen.
The only reason I responded to this thread at all was because your reply was so biased against HERO and for M&M.
The only mistake I made in my post was that there are 4 possible outcomes in M&M instead of 3. Everything else which I said was accurate. There are far more attacks available in HERO than there is in M&M. For example:
M&M Ranged Attack (Energy Blast):
Can be purchased 3 ways: Stunning (normal), lethal (killing), or Explosion (with explosive area).
HERO Ranged Attack:
Can be purchased as Energy Blast (stunning) or Killing Attack (lethal). On top of that each of those two choices can also be purchased as Armor Piercing, Explosions, Penetrating, No Normal Defense, No Normal Defense which Does Body, AVLD, or AVLD which Does Body.
I am not including the common modifiers which both game have such as Area Effect, Affects Desolid, etc.
So in M&M your ranged attack has 3 possible ways to be purchased. In HERO your ranged attack has 14 possible ways to be purchased; three of which are the same as in M&M. You can even get creative in HERO and include a Flash attack which Does Body to make an even stranger painful attack. That increases the number to 15. Now there might be one or two modifiers that I missed in M&M (I am not an expert on the system), but even 5 choices is a far cry from 15 choices.
The HERO System's diversity and options are its strength for many players. Many other gamers do not care about such things. Each gamer is unique. M&M's strength is that it is very fast. The attacker rolls his To Hit, the defender rolls his Save, and an outcome is determined.
As far as Hero Points in M&M, those are very cool. But it should be pointed out that the average character only has 5. If the character uses all 5 to keep from being knocked out in one combat, he is out of luck for the rest of the encounter/session in most instances. When someone only has 5 uses they should not have to waste them on just staying conscious because the game rules are heavily biased toward one or two hit knockouts, IMO.
If you are the type of gamer who does not care what the difference is between a Spinning Back Kick and a Spider Punch, and only considers it to be a visual difference but not a game difference, then M&M is for you. If you are a gamer who thinks a character chooses to do a Spider Punch at that moment in time because it is to his advantage to do so, then HERO is the game for you. It really is just that simple.
Monolith, the Living Titan
"The HERO System is not designed to represent real life. The game is designed to represent heroic fiction as presented in comics, novels, television, and movies."
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