Archived from groups: rec.games.frp.super-heroes (
More info?)
On Tue, 27 Apr 2004 18:09:01 GMT, "Sidhain" <sidhain@earthlink.net>
wrote:
>
>
>> >Hero 2 hours
>> >M&M 15 minutes
>>
>> These two seem a little long and a little short respectively to me,
>> and I don't think it's entirely a consequence of familiarity.
>>
>
>They would, I'm very familiar with M&M now, and can put together numbers
>quickly, I'm also very familiar with Hero but it takes significantly more
>time to worry about certian aspects--I want my pc to be attractive, I make
>it so in M&M, if I want to in ero I've got to evaluate just "how" attractive
>is attractive by degrees of consequence. (Sure M&M has Charisma but it also
>has the Feat "Beautiful" IIRC)
Ah. More opportunity for decision paralysis. I can see that.
>
>It's also to do with defense balancing--I don't /have/ to build a defense
>for every M&M pc I make, the system is designed so that I don't need one all
>the time, depending on PL, Hero on the other hand suggests designs where
>/everyone/ has some form of defense-armor/damage reduction/deflection etc.
I'm not sure I can agree unless you don't consider Amazing Save a
defense, Sid. Someone without _something_ there is going to fold up
early in a fight (and may do so even if hard to hit; it's not a
coincidence they give even their Speedsters and Martial Artists
Evasion).
>
>
>> >Marvel Saga 5 minutes
>>
>> Only if you're extremely decisive.
>>
>>
>
>I am in all games I always approach them with "what I want to make" as a
>matter of time measuring cause if I count how long it takes me to think
I just observed that trading off card placement could get _very_ long
if you couldn't quickly settle.
>Which since characters can and do percolate, I don't think the "genesis"
>time should be recorded.
I just think the fact you can't do some of that before playing the
cards out makes it more part of the process here; if I go into the
game with a very specific character in mind, the card distribution may
make them simply undoable; you really need to generate the character
idea after seeing the available cards (though the cards don't exactly
_mandate_ what character you play. But they do limit what's
practical).