From: sorflet@bnr.ca (Winston Sorfleet)
Subject: Re: marvel
Reply-To: sorflet@bnr.ca
Organization: Bell-Northern Research
Distribution: na
Date: Thu, 27 Aug 1992 19:01:01 GMT

In article <chcn3nh.akuma@netcom.com>, (Steven E Barnes) writes:
>The problem I have with MuSH is that the mechanics are too simple.
>Foor example: a character like Spiderman is just as easy to hit 
>as the Hulk, unless Spiderman spends his action dodging (and thus 
>never attacking anybody).

Actually, since Spidey has multiple actions, he can usually afford to spend
one of them dodging.  Agreed, however, that even the most agile character
can be hit 33% of the time by the most clumsy (on Shift 0), which is a little
odd, unless you view Health in a similar way that D&D views hit points (i.e.
includes fatigue and so on).  In Champions, a high-DEX character can be near
impossible to hit... but in Champions, generally speaking, DEX and SPEED are
the best stats, and a martial artist will beat a brick (not so in Marvel).

>Another problem with MuSH is enforced morality: "kill a man, lose your
>Karma; it's the Law."  Then there is the whole idea of spending Karma
>(permanantly) to boost a dice roll.  Bleah.

It's not necessarily because it's the Law, it's because it is the Wrong
Thing To Do (in classic-style, Zot-like superhero fashion).  I agree it in
_not_ appropriate for the dark-n-gritty feel of a street-level or Watchman
campaign.  Marvel tends to reward, and emulate in play, a certain _type_
of superhero campaign, where killing is not necessary to protect innocents.  

I hate Hero system for all the point-grinding for certain superpowers.  I
would never use Marvel for a heavily-skill based campaign where the characters
need to kill or commit crime because of the campaign setting.  I think that
everyone of us can basically agree that comparing Hero and Marvel is like
comparing apples and oranges... which one you want to use depends on which
kind of game you want to play.

Now onto some discussion specific to other Marvel players:

I have noticed only a few problems with Marvel in the genre.  One is that
they give certain bricks wayyy to high Fighting scores, I think to boost
their health.  But the Thing should _not_ be more accurate than, say, 
Daredevil.

Another complaint I have is with Force Field.  If it collapses the hero has
to make a Psyche feat to stay conscious... meaning that it isn't worth putting
up if the rank is too weak.  Otherwise it's too strong to be playable.  I'd
suggest ditching the Psyche feat except as a possible Limitation, and making
it like all other defensive powers, resisting attacks rather than x damage per
turn.

Allow a red feat to break out of mind control regardless of the difference
in ranks, otherwise mentalists are just too powerful (since most non-
mentalists have psyches of Excellent at best, whereas mentalists have at least
Incredible rank powers).

Something should be done to make the increasing of powers via Karma workable.
Any suggestions?
----------------------------------------------------------------------------
Winston Sorfleet			|
Contributing Editor, Ianus Publications	| Bell-Northern Research, Dept. 7K34
wls@doe.carleton.ca			| sorflet@x400gate.bnr.ca

Opinions expressed are purely personal and do not represent Northern Telecom
or Bell-Northern Research in any way.
Newsgroups: rec.games.frp.advocacy