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  • Scrappy Mechanic: While the MEGS in general can be a bit overcomplicated, it has its defenders. The same cannot be said for the gadget rules. From Reliability, aka a check the player needs to make every time they use a device to see if it breaks or not, to Hardness, the gadget's ability to resist being destroyed by enemy damage, there's a lot of Hero Points a player will want to sink into a gadget to make it functional on a basic level, which the theoretical discounts on buying a gadget version of a power don't even come close to making up for. It's basically impossible to get out ahead, and when considering that gadgets need to be bought with the same Hero Points used for both short-term boosts and long-term advancement, that they can be permanently lost in a way powers bought with the same points can't, that a character needs the Scientist skillset to build their own gadgets and the Genius advantage if they want to be able to build things besides stuff that could plausibly work in the real world... a character wanting to be a gadgeteer is almost certainly better off just taking powers that imitate gadget use instead.

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