Longshadow
First Post
The page right before the heroic archetypes begin....the one opposite the first archetype (armored guy)...all the math for the heroic archetypes is listed in one place, in one box, right there.
I saw that. But it isn't all the math. For example, the Mystic has 5 powers, plus a bunch of extras and power feats. Knowing that the combine cost of all that is 65 points doesn't help much especially since I try to figure out the cost of the same powers and end up with a different number. I still don't know what the individual powers cost. It's worse for things like the Paragon where points in powers end up affecting abilities.Longshadow said:The page right before the heroic archetypes begin....the one opposite the first archetype (armored guy)...all the math for the heroic archetypes is listed in one place, in one box, right there.
Thanks. I totally missed that sidebar. Never Mind.Elric said:For movement, see pg 32- miles per hour vs. feet per round.
Aaron2 said:Thanks also for the Mystic breakdown. Magic is the one power I'll probably use the most. The line on page 91 "Choose one power feat ... You can aquire others as Alternate Power feats" makes is sound like you get your first power feat for free.Aaron
I don't understand comments like this. M&M2e is still extraordinarily customizable. With the book you can create 99.99% of all power effects you'll even want to create, just using the existing powers, modified by extras, flaws, power feats, and drawbacks when neccessary. It's no different from Hero.jdrakeh said:M&M is no longer my tool-kit system for supers or anything else, as they've decided to forego that approach in the core book. The less flexible a system is, the less I tend to like it, generally speaking. Given that I loved M&M more for its flexibility than its genre coverage, though, my dropping it like a hot rock as soon as it cut most of the customization options out of the core book should hardly come as a surprise.
Michael Tree said:I don't understand comments like this. M&M2e is still extraordinarily customizable. With the book you can create 99.99% of all power effects you'll even want to create, just using the existing powers, modified by extras, flaws, power feats, and drawbacks when neccessary.
It's no different from Hero.
The one thing 2e lacks is guidance on how to create brand new powers, but with the powers and modifiers in the book you can create almost all powers.
1e's "power creation rules" were basically just guidelines on how to buy existing powers as extras on other existing powers, something that was eliminated from 2e because of its unneccessary complexity.