Kenson
First Post
Ten Ways You Can Start Playing Mutants & Masterminds Second Edition Right Now!
http://www.mutantsandmasterminds.com/super-vision/
http://www.mutantsandmasterminds.com/super-vision/
1. Power Level: Make power level independent of total power points.
Don't know how I feel about this. It seems wrong in one sense, but on the other side, this gives the overall system some interesting flexibility towards other genres besides superhero.2. Attack & Defense: Change the cost of attack and defense bonus to 2 points per +1 and remove all ability score modifiers to them.
3. Skills: Change skill cost to 1 power point for 4 skill ranks. Maximum skill rank is limited to PL +5 (incorporating the benefits of taking the Skill Focus and Talented feats, which are removed).
Also good, and something I've been crying for with regular d20 as well, more so lately.The skill list is also simplified.
Glad to see it: Heck, I wish this made it into D&D.4. Toughness Saves: Change "Damage Saves" to “Toughness Saves.”
5. Abilities: Eliminate super-abilities and add twice their rank to the character's ability scores...you generally can't have an ability bonus higher than PL +5.
6. Super-Feats: Eliminate Super-Feats and make all existing Super-Feats into powers costing 1 point per rank.
7. Powers: Eliminate powers as extras...All powers must be bought independently...greatly expands and refines powers...
So does this mean that poiwer stunts are just renamed, or does this mean that they are now powers costing 1 point per rank?8. Power Stunts: Change "power stunts" to "power feats."
9. Extra Effort: You can't add extras...however, still do power stunts, including an alternate version of a power with an extra added to it... can use extra effort to get a new saving throw against an ongoing effect... You can use extra effort to get an extra action (replaces Heroic Surge)...
10. Hero Points: If a re-roll from a hero point is 10 or less, add 10 to the result, and use the better of the two rolls.
Heroes start out with 1 hero point each at the beginning of a game....system for awarding hero points from...overcome challenges, deal with complications, and generally play well during the adventure. Toward the climax of the adventure, they'll have the hero points they need to trounce the villain.
They're essentially power stunts re-named. More detail in a future design journal.Henry said:So does this mean that power stunts are just renamed, or does this mean that they are now powers costing 1 point per rank?
Because re-rolling for a better result has more of a "second chance" feel to it, creates a bit more tension, and is somewhat less predictable than "I rolled X, and I know I can add +10 to it, so..."Why not just say "add +10 to your roll by spending a hero point, max of 20?" It would seem to have almost the same effect, minus the extra dice complexity.