@ThatOneDude said in New Superhero Game Looking for Staff/Feedback:
@Lithium said in New Superhero Game Looking for Staff/Feedback:
@Ominous That's the thing, there's a lot of different systems but /none/ of them really translate to MU* format well. You can hack Fate or use one of the Fate super settings, that works well for cinematic stuff. You can go the opposite route and go with say, Hero System.
Honestly... if you can successfully patch afflictions, and fix the broken feats that totally alter your power scale... then M&M isn't /bad/ per se.
As for changing the world, this needs to be possible. Nothing is more game killing for a super hero game (for me) than knowing that no matter what I do... it doesn't matter to the game world at all.
I'm curious about this game breaking part of the rules and the example used. This is honestly just an honest question as I don't know the system in use. Your example sounded like a Superman or like character (hits hard and can take a hit). Wouldn't the balance be a like character? I mean the equalizer for Batman vs Superman is leveraging superman's weakness but with out that one material it's not a "fair fight". But if you stand Superman against someone with like power it changes things.
Mutants & Masterminds uses a character building scale called Power Level (PL). Your PL also determines the maximum your combined Attack & Damage and Defense & Resistance can be. In other words, if you hage a higher damage output with an attack, the attack has a lower 'bonus to hit' cap in compensation. The higher your Defense (dodging/avoiding), the lower your Resistance to Damage is for when you get hit. Also, Characters of comparable PL's are going to be even in a 1 on 1 fight, usually. To give some examples...
In the DC adaptation of Mutants & Masterminds, Batman is a PL 12, Superman is a PL 15. However, Superman has some exploits that Batman can use to make the fight more even. Also, Batman can create a suit of armor that puts him at a PL 14 and makes the fight about even.
Superman has a +11 to hit in close combat and does 19 damage (Attack + Damage is capped at PL*2). Wonder Woman is also a PL 15, but has a +14 to hit in close combat and does 16 Damage, reflecting that Wonder Woman is a better overall fighter than Superman, but not as strong. Superman has a Dodge & Parry of 10 each, and a Toughness of 18, about equal to his Strength. Wonder Woman has a Dodge & Parry of 16 each, and a Toughness of 14.
To hit in Mutants & Masterminds, you need to roll equal to a target's Defense + 10 on a d20 Roll, plus your attack bonus. To hit Wonder Woman, Superman would need to roll a 15 (15+11=26=16+10). Conversely, Wonder Woman would only need a 6 (6+14=20=10+10)
Now, if Superman hits Wonder Woman, she needs to resist the attack, and would need to beat Superman's Strength + 10 on a d20 roll + her Toughness. So, that would be a roll of a 15 for her (15+14=29=19+10). If Wonder Woman hit Superman, he needs to roll an 8 to resist (8+18=26=16+10).
That's just a quick and dirty example, but it does show how things balance out in the game. Effects of damage are based on how badly you miss making your resistance roll.