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Re: [RPG]: Wild Talents Essential Edition, reviewed by C.W.Richeson (4/4)
Quote:
Originally Posted by theCimmerian
Strange Visitor,
Now you're arguing a difference of definition.
Mutants and Masterminds has the Power Level cap built in by default. Wild Talents does not, and additional work - and playtesting - would be required to build a proper analog to the MnM PL cap.
So Wild Talents can become more balanced, but by default it is not.
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I agree that there's a difference between an already extent metastructure and adding one on, but I honestly think most people could add one on with ease that would produce the same degree of balance it adds to M&M, and likely without much playtesting, because to be really blunt, the one in M&M is not all that good. Its better than nothing, but there are too many things that effect combat balance, sometimes seriously, that it ignores.
The biggest issue would be evaluating the proper relationship between the three kinds of dice in terms of how they should factor into a formula; that might well be harder than it looks and prone to favor some combinations over others, but again, I'm not sure that's any worse than the secondary metacontrol systems present in Hero or M&M; both of them tend to favor some kinds of builds too.
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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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