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Re: [RPG]: Wild Talents Essential Edition, reviewed by C.W.Richeson (4/4)
Quote:
Originally Posted by C.W.Richeson
Those familiar with a variety of supers games, however, are aware that some seek balance while others do not. Mutants & Masterminds, for example, does an excellent job of creating diverse characters that are well balanced against one another. Plenty of other games can also handle supers with no balance issues.
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And to be honest, its a strange idea that the super genre can't be run in a balanced way; while not all teams and such in the comics have balance, that doesn't mean you can't put a group together that does (in many respects the animated JLA was somewhat of a poster child for doing so, as there really wasn't a huge difference in practical power among most of them because of compression.
But to be fair, M&M isn't fully balanced either, and its not balanced at all just off the build system; to the degree it is, its the combination of the build system and the PL system that does it, similarly, Hero without caps isn't very balanced either. I don't think it'd be exceptionally hard to put together something like M&M PL or the old Champions: New Millenium Rule of X for WT; you'd need to decide how rough and dirty you wanted it to be, but even something as simple as capping attack and defense dice (weighting regular dice, hard dice and wiggle dice differently) would go a fair ways here.
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Afraid to fly, don't know why.
From mUrielw:
"Of course, if one had played more RPGs, one would have realized that shacking up with people whose goal is "fulfill the ancient prophecies so that my dead god might rule once more over the earth, and cull those not among our cult" is rarely a good idea."
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