Mutants & Masterminds 3rd Edition


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Relique du Madde

Adventurer
To some extent, I think that this is part of why editions concerns are higher with D&D. I used to look forward to new editions (to see what cool ideas might pop up) when a game was only a few books or boxes; less so when it is 30+ hardcovers.

This is only really a concern when you are dealing with those books like Ultimate Power, Freedom City, Warriors and Warlocks, and the various archetype/template books.

However, since many of the genre source books had "new powers," "new feats," or "new systems" which were basically created using ultimate power, converting shouldn't be too much of a problem once we see the changes GR does to the powers, flaws, and extras. Thankfully, GR decided to have most of those source books consist of guidelines for how to tweak M&M for use in those genres.
 
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Treebore

First Post
Everyone was PL 10 and we used just the core book. Despite this, the differences between characters were staggering.


I'm not sure what your saying the problem is, differences are expected, in fact, wanted. I take it your saying the difference in power was staggering? If so I know what happened, but I would have to write a small essay to explain it. The good thing is what happened with your group should be cleared up in the new printing/edition.

Otherwise there is a really good thread over on Atomic Think Tank that goes over this issue. If your interested in giving M&M another try ask about if over there, I am sure someone will link you to it.
 

Treebore

First Post
I for one I'm very interested in a new edition of M&M.

Lots of stuff in both 1E and 2E that are either broken, complicated, and most of all not fun.

Not to say that i don't like the older editions, but there is for sure room for improvement.

Hopefully they aren't afraid of making drastic changes where need be.


Agreed with the exception that I don't see anything that I would define as "drastic" needing to be done. Significant, yes, but not drastic. I think they will be able to maintain a large degree of compatibility since they are only looking at doing "fixes" and streamlining, not a total rewrite.

Which is why I suspect I will be fine with a new edition, I have agreed with many things brought up over on Atomic Think Tank needing to be addressed with fixes, be written better, etc... Plus this gives the opportunity for consolidating all of the rules into one book, making them easier to see and understand rather than feeling all over the place, because they are.

So as long as they consolidate all of the new rules into one book, even if it makes the Gadgets book, Ultimate Powers, and others obsolete, having it all in just one book will make it very worthwhile to me.
 

JeffB

Legend
Call of Cthulhu has had 12 different editions since '81, including a whopping five in the span of eight years back in the 80's.

That may be true PC , but to be fair CoC "editions" are more or less "revised printings" with new layout, art, etc and some eratta. VERY LITTLE has changed in the rules aspect since 1981. Certainly nothing along the lines of edition chnages we see in D&D, Runequest, Hero, etc etc.. You can pick up a 5.x edition CoC supplement and run it pretty much right out of the book with your 1st edition box set.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Actually, HERO, with the exception of the Fuzion ruleset, has been pretty stable. The mechanics are virtually unchanged from its first appearance.

What has changed were things like additional powers, skills talents, modifiers, disads and advantages; the inclusion of errata; revised point costs; elimination of figured stats (so everything is point buy). IOW, each edition tended more towards expansion of the game rather than changing its fundamentals.

Looking back, virtually everything is intelligible and portable across editions.
 

Puggins

Explorer
Actually, HERO, with the exception of the Fuzion ruleset, has been pretty stable. The mechanics are virtually unchanged from its first appearance.

What has changed were things like elimination of figured stats (so everything is point buy).

Wow, just this change makes me want to pick up the new edition to look at it.

I hated seeing 35+ dex characters all over the place because the figured stats made it so friggin' cheap at 3 per.
 

M.L. Martin

Adventurer
I hated seeing 35+ dex characters all over the place because the figured stats made it so friggin' cheap at 3 per.

DEX is now 2 CP to a point, but it only affects DEX-based Skill Rolls and initiative count within phases--OCV, DCV and SPD are now all purchased independently.
 

pawsplay

Hero
You know, I hope they do a little more with PL. It was okay for balancing some combat powers, but I never worried about that very much. It was actually more troublesome to me that a speedster could be nearly anywhere on Earth in minutes, or that characters might be able to lift staggering amounts of weight. That is far more significant to me as far as the campaign goes than one character being a killer in combat.
 

Piratecat

Sesquipedalian
It was actually more troublesome to me that a speedster could be nearly anywhere on Earth in minutes, or that characters might be able to lift staggering amounts of weight. That is far more significant to me as far as the campaign goes than one character being a killer in combat.
Really? I love that. It exactly mirrors comic books; I'd be really disappointed if it disappears. I dislike trying to build an iconic hero who just isn't good at heroing.

That may be true PC , but to be fair CoC "editions" are more or less "revised printings" with new layout, art, etc and some errata. VERY LITTLE has changed in the rules aspect since 1981.
Agreed. And you know, that actually irks me a lot more than if there'd been significant rules changes. Chaosium is one of those cases where I love the product and dislike how it's been managed. I have a lot more trust and faith in Green Ronin.
 

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