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<blockquote data-quote="Lord_Blacksteel" data-source="post: 9727059" data-attributes="member: 53082"><p>I've run and played a lot of Supers RPG's over the past 40+ years including M&M and I do have the playtest rules. Some thoughts:</p><ol> <li data-xf-list-type="ol">M&M 4th is a point-buy creation fairly detailed system on the "simulation" end of the spectrum - the opposite end from things like Marvel Heroic, Sentinels of the Multiverse, FATE-based systems, and PBTA systems. There is some wiggle room but your character is <em>this</em> fast and can lift <em>this</em> much. It's on the "Champions" end of things. 4E is an evolution of 3E, not a revolution.<ul> <li data-xf-list-type="ul">If you tried and disliked 3E or even 2E, I'd say you may not like 4E either because it makes a lot of the same assumptions and works pretty much the same way.</li> <li data-xf-list-type="ul">If you did like earlier versions then it's mainly looking over details on what changed and deciding whether you like them.</li> </ul><br /> </li> <li data-xf-list-type="ol">M&M uses Power Levels as a limiting factor on what a character can do. These aren't D&D-style levels but a cap on how strong your powers and abilities can be. The goal in a game like this isn't to level up like a D&D character and there is no set number of Power Points per Power Level. There is a recommendation that a Power Level X character should have around X number of points - particularly for making a new character at that PL - but it's not a hard number like a D&D game. You could have a 300 point character at PL10 and a 175 point character at PL14 depending on the needs of the campaign and what the GM and PC's want the game to be. They are two different axes of power - PL determines power, the points determine versatility.<br /> <br /> </li> <li data-xf-list-type="ol">I'm not a fan of paying for playtests but they are hardly the first company to do it and given their circumstances I can understand it. If you are not then the full new edition is supposed to be out next GenCon so it's not that far away. There have already been some clarifications on the Atomic Think Tank so it is definitely an active project for them and I would expect updates on it for months to come.</li> </ol><p>As for adventures, if you want a starting tryout scenario then take the Powerhouse archetype, add some minion thugs with a 0 in all stats but give them some guns, and have "Ogre" and his crew robbing a bank. Throw in some bank customers and employees as hostages and you have a classic superhero situation. You need a rough map, an idea of how strong the walls are (there is a material strength table in M&M) and let your players loose. If you have more players add a second powerhouse and you have the blue guys from Invincible (for a visual) robbing the bank. PC's with a secret ID could start inside as a bank customer, others could be on patrol outside when they hear the alarm.</p><p></p><p>I think it's a great system and while I'm not completely thrilled about having 15 years of books left behind on some level 15 years is a pretty good run for one edition of an RPG. If you like the game the playtest is worth a look.</p></blockquote><p></p>
[QUOTE="Lord_Blacksteel, post: 9727059, member: 53082"] I've run and played a lot of Supers RPG's over the past 40+ years including M&M and I do have the playtest rules. Some thoughts: [LIST=1] [*]M&M 4th is a point-buy creation fairly detailed system on the "simulation" end of the spectrum - the opposite end from things like Marvel Heroic, Sentinels of the Multiverse, FATE-based systems, and PBTA systems. There is some wiggle room but your character is [I]this[/I] fast and can lift [I]this[/I] much. It's on the "Champions" end of things. 4E is an evolution of 3E, not a revolution. [LIST] [*]If you tried and disliked 3E or even 2E, I'd say you may not like 4E either because it makes a lot of the same assumptions and works pretty much the same way. [*]If you did like earlier versions then it's mainly looking over details on what changed and deciding whether you like them. [/LIST] [*]M&M uses Power Levels as a limiting factor on what a character can do. These aren't D&D-style levels but a cap on how strong your powers and abilities can be. The goal in a game like this isn't to level up like a D&D character and there is no set number of Power Points per Power Level. There is a recommendation that a Power Level X character should have around X number of points - particularly for making a new character at that PL - but it's not a hard number like a D&D game. You could have a 300 point character at PL10 and a 175 point character at PL14 depending on the needs of the campaign and what the GM and PC's want the game to be. They are two different axes of power - PL determines power, the points determine versatility. [*]I'm not a fan of paying for playtests but they are hardly the first company to do it and given their circumstances I can understand it. If you are not then the full new edition is supposed to be out next GenCon so it's not that far away. There have already been some clarifications on the Atomic Think Tank so it is definitely an active project for them and I would expect updates on it for months to come. [/LIST] As for adventures, if you want a starting tryout scenario then take the Powerhouse archetype, add some minion thugs with a 0 in all stats but give them some guns, and have "Ogre" and his crew robbing a bank. Throw in some bank customers and employees as hostages and you have a classic superhero situation. You need a rough map, an idea of how strong the walls are (there is a material strength table in M&M) and let your players loose. If you have more players add a second powerhouse and you have the blue guys from Invincible (for a visual) robbing the bank. PC's with a secret ID could start inside as a bank customer, others could be on patrol outside when they hear the alarm. I think it's a great system and while I'm not completely thrilled about having 15 years of books left behind on some level 15 years is a pretty good run for one edition of an RPG. If you like the game the playtest is worth a look. [/QUOTE]
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