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[Deeds Not Words] Okay what do you think?
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<blockquote data-quote="Kenson" data-source="post: 273558" data-attributes="member: 2849"><p><strong>Re: Hi Kenson!</strong></p><p></p><p></p><p></p><p>Well, technically, we haven't "gotten rid of hit points," but I'll get to that. Basically, I wanted to avoid requiring players to roll 10-plus dice for damage, since it seemed to be one of the biggest bottlenecks in terms of slowing the game down. So M&M has a damage system you can resolve with a single d20 roll (which also means you don't need any other dice to play the game, just a d20).</p><p></p><p>That said, there's an extensive sidebar about using hit points and damage dice in the game if that's what you want, and its doesn't alter anything else. It's fairly simple to use whichever damage system you prefer.</p><p></p><p></p><p></p><p>There's an entire chapter on devices of all sorts, including weapons, armor, vehicles, headquarters, constructs, and super-science devices (as well as magical devices). The approach is somewhat more generic than long equipment lists, since (IMHO) there isn't much of a significant different between similar models of pistols in the superhero genre. With the rules in the book, it's easy to create your own equipment as well.</p><p></p><p></p><p></p><p>Well, I honestly can't speak to DNW, since I haven't read it. It's worth noting that nearly 100 pages of SAS is campaign setting material, and Mutants & Masterminds doesn't have any of that (there will be a separate campaign setting book for folks that want it, but we didn't want to force people who didn't want a setting to buy one). The Mutants & Masterminds book will also be less expensive than SAS d20 in addition to being a full-color hardcover book.</p><p></p><p>I think that M&M covers all the bases. I wanted it to be a d20 superhero game that could handle any comic book setting, and it does, with options that allow you to create your own super-powers (in addition to the 100+ powers already in the game). I could go on and on about it, of course, but it's probably better that I stick to answering questions rather than trying to tell you everything in one post (which doesn't do the game justice, IMHO). Keep an eye on the Green Ronin website for previews and updates. If anyone is going to GenCon, definitely sign up for a demo game, or just come by the Green Ronin booth to talk to me or someone else about the game. We'll be happy to answer your questions.</p></blockquote><p></p>
[QUOTE="Kenson, post: 273558, member: 2849"] [b]Re: Hi Kenson![/b] Well, technically, we haven't "gotten rid of hit points," but I'll get to that. Basically, I wanted to avoid requiring players to roll 10-plus dice for damage, since it seemed to be one of the biggest bottlenecks in terms of slowing the game down. So M&M has a damage system you can resolve with a single d20 roll (which also means you don't need any other dice to play the game, just a d20). That said, there's an extensive sidebar about using hit points and damage dice in the game if that's what you want, and its doesn't alter anything else. It's fairly simple to use whichever damage system you prefer. There's an entire chapter on devices of all sorts, including weapons, armor, vehicles, headquarters, constructs, and super-science devices (as well as magical devices). The approach is somewhat more generic than long equipment lists, since (IMHO) there isn't much of a significant different between similar models of pistols in the superhero genre. With the rules in the book, it's easy to create your own equipment as well. Well, I honestly can't speak to DNW, since I haven't read it. It's worth noting that nearly 100 pages of SAS is campaign setting material, and Mutants & Masterminds doesn't have any of that (there will be a separate campaign setting book for folks that want it, but we didn't want to force people who didn't want a setting to buy one). The Mutants & Masterminds book will also be less expensive than SAS d20 in addition to being a full-color hardcover book. I think that M&M covers all the bases. I wanted it to be a d20 superhero game that could handle any comic book setting, and it does, with options that allow you to create your own super-powers (in addition to the 100+ powers already in the game). I could go on and on about it, of course, but it's probably better that I stick to answering questions rather than trying to tell you everything in one post (which doesn't do the game justice, IMHO). Keep an eye on the Green Ronin website for previews and updates. If anyone is going to GenCon, definitely sign up for a demo game, or just come by the Green Ronin booth to talk to me or someone else about the game. We'll be happy to answer your questions. [/QUOTE]
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