DC Adventures RPG

I would really hope for some alternative incarnations of the Heroes Handbook characters.

BTW, I think MM is A list ;)
He is able to telepathically scan the whole planet, best shapeshifter and physically (without extra battle morphing) Superman's equal. And yes, I look at his solo series, as others also look at the solo series of Flash and Superman.
This is why he has an as big weakness to a common source as Superman has to Kryptonite, to make him beatable.

Back to topic:

It isn't impossible to have all fans to agree on RPG builds of their favorite characters.

The rules it-selves are pretty good, with some needing a bit of errata (which is announced but currently still unavailable). I will fully switch ones more pre-made builds and genre books are out.
 

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I think they haven't released the errata yet since they are waiting to release it along side the MM3e Heros HandBook pdf (in one to two weeks).


Personally, I don't mind the nerfing of Impervious because I tend to limit it to 1/2.

The changes to area annoys me since I liked the d20ism of having the area radius being based on the attack's power. I don't like how each rank in area adds to the power's cost per rank, and I personally I wish the increase in area was a flat modifier, however due to the unified progression table I realize the area would become too powerful if that were the case.

It's a minor pet peeve.. but Dexterity/Fighting for combat abilities annoys me. I get why the ability score distinction between ranged and melee combatants exist, but when you add Ranged/Close Combat skills/advantages on top of those abilities it now creates another needless layer of complication when building a character.
 
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M&M 2e has 3 tiers, too.

Attack bonus (2PP per +1 bonus)

Attack focus (1PP per +1 bonus)

Attack specialization (1PP per +2 bonus)

It is just hidden as feats.

A character could have attack bonus +2, attack focus (melee) 2, and attack specialization (clubs) 2 for a total of

+2 with a pistol
+4 with a sword
+8 with a club
 

Yeah, but in those three tiers are based on one base value (BAB) in 2e and not on two values (Dexterity and Fighting) like it is in 3e.

Remember in 3e...
Fighting +1 (2pp) = Close Combat +1 (1pp) and Parry +1 (1pp)
Dexterity +1 (2pp) = Ranged Combat +1 (1pp)
Agility +1 (2pp) = Dodge +1 (1pp)

This means that Dexterity and Agility seems overpriced compared to Fighting in terms of combat related abilities, which is only really balanced out if you have Dexterity or Agility based skills (if you are trying to build an "optimized" or min/maxed character).

Of course, the issue of what if better to purchase gets muddled if you start thinking about the possibility of facing an opponent who weakens.
 
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This means that Dexterity and Agility seems overpriced compared to Fighting in terms of combat related abilities, which is only really balanced out if you have Dexterity or Agility based skills (if you are trying to build an "optimized" or min/maxed character).

....
And Fighting seems overpriced in terms of non-combat related abilities. ;)

Agility also increases your Initiative. Would you have preferred Agility and Dex as only one (perhaps overpowered) ability?

Also, why you need Str for most ranged characters? Or is Presence comparable in usefulness to Fighting?


But I understand your point.
 

And think all I wanted to know was people's overall opinion of the system, but If you guys want to talk about the various builds, and DC inconsistent portrayal of characters like Darkseid and Black Adam, I'm all for it, just in a different thread.
 

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The rules it-selves are pretty good, with some needing a bit of errata (which is announced but currently still unavailable). I will fully switch ones more pre-made builds and genre books are out.

I might add that Jon said that the errata will contain the same changes they make between DCH and M&M 3.

Most complains I have seen regarded the higher skill cost, the new impervious and a cost illogic between Mimic and standard Versatile powers (mimic costs more, but requires a subject).
 

So...we can't discuss the builds but you can?

We're discussing the builds since the thread is about our reactions to the quality of the book, and are therefore not a threadjack. But hey, let's leave the modding to the mods, k?;)
Seems a quick impression of the builds is fine. Anything beyond that, especially discussing other people's impressions, is for a different thread.

And think all I wanted to know was people's overall opinion of the system, but If you guys want to talk about the various builds, and DC inconsistent portrayal of characters like Darkseid and Black Adam, I'm all for it, just in a different thread.

I hope some of this is useful to the OP.



Me, I really like the changes to Grappling. This is the first and only time I've seen "simpler grapple rules" that were actually simpler. Every other time, they just put a masking layer over the complexity of the d20 grapple rules, or deleted grappling (which is simpler until I want to have characters grapple).
Boost and Enhance Trait are both clearer and more solid than the previous edition. Weaken still sucks, being inferior to Affliction if you're wanting a truly crippling effect, and I'm sure there are some other corner-case powers (I call them "corner-cases" because I don't use them) that have issues. But generally, the powers are great and greatly simplified without losing their flexibility.

I'm certainly curious to see what the errata will change.
 

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