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First time playing Mutants & Masterminds
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<blockquote data-quote="pawsplay" data-source="post: 4296721" data-attributes="member: 15538"><p>Well, one of our players was MIA from our D&D game last night, and with him being the tank and the players contemplating taking on a very tough opponent, I suggested we might do something else. I whipped out Mutants & Masterminds and ran a quick game. </p><p></p><p>It was a lot of fun, and it's definitely one of the easier games I've used as far as improving something quickly. The players just used the archetypes in the book, and I used a very sketchy outline for my villain. </p><p></p><p>The Good</p><p></p><p>Easy. Fast. Fun.</p><p></p><p>The Bad</p><p></p><p>My players really had no idea what to do with Hero Points. I know from past experience they tend to be "Force point hoarders" in the first place, but they really just could not get into the somewhat improvisational nature of them, or even just burn them when they want to hit the bad guy hard. </p><p></p><p>A lot of power constructs are not quite as simple as it might first appear. The Costumed Adventurer has some grenades which, it turns out, aren't build with an area effect or anything like that, making them somewhat primitive. I wanted the bad guy to do an Evard's Tentacle type effect, but I couldn't quite make it work. So instead, I just gave him Snare, an attack, Suffocate, and TK (with area and damaging) and narrated it as tentacles. There was no grabbing and crushing, however, except for one attack. </p><p></p><p>Some damages are strangely low. For instance, the Costumed Adventurer's boomerage has a +2 modifier. Whoop de doo. And no Str bonus. </p><p></p><p>Actions are a lot more nebulous in M&M. I got into a "make something up" mindset and ran with it, but I found myself adjudicating some very strange things. Can the Speedster run up the wall with a heavy load?</p><p></p><p>The Weird</p><p></p><p>The Costumed Adventurer and the Speedster both get winged by thugs with submachine guns. I don't know if it was just wild luck or if that's kind of how it plays at PL 10, but it was sort of weird. </p><p></p><p>With the speedster's speed and the Paragon's flight, I didn't even bother with a map. But I had to constantly adjudicate the Costumed Adventurer's position and distance. Oh, and the Costumed Adventurer has no vehicle or movement power. Weird. </p><p></p><p>The Fast Overrun feat allows you to add your movement rate to a trip attempt, but the charge and trip option in the combat section doesn't. I allowed it anyway. </p><p></p><p>Even at PL 10, the characters were extraordinarily powerful, definitely more Avengers or Justice League than X-Men. The speedster can travel at 10,000 MPH, the Paragon can lift 90 tons or something like that, and the Costumed Adventurer could hit a thug even on a natural 2.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4296721, member: 15538"] Well, one of our players was MIA from our D&D game last night, and with him being the tank and the players contemplating taking on a very tough opponent, I suggested we might do something else. I whipped out Mutants & Masterminds and ran a quick game. It was a lot of fun, and it's definitely one of the easier games I've used as far as improving something quickly. The players just used the archetypes in the book, and I used a very sketchy outline for my villain. The Good Easy. Fast. Fun. The Bad My players really had no idea what to do with Hero Points. I know from past experience they tend to be "Force point hoarders" in the first place, but they really just could not get into the somewhat improvisational nature of them, or even just burn them when they want to hit the bad guy hard. A lot of power constructs are not quite as simple as it might first appear. The Costumed Adventurer has some grenades which, it turns out, aren't build with an area effect or anything like that, making them somewhat primitive. I wanted the bad guy to do an Evard's Tentacle type effect, but I couldn't quite make it work. So instead, I just gave him Snare, an attack, Suffocate, and TK (with area and damaging) and narrated it as tentacles. There was no grabbing and crushing, however, except for one attack. Some damages are strangely low. For instance, the Costumed Adventurer's boomerage has a +2 modifier. Whoop de doo. And no Str bonus. Actions are a lot more nebulous in M&M. I got into a "make something up" mindset and ran with it, but I found myself adjudicating some very strange things. Can the Speedster run up the wall with a heavy load? The Weird The Costumed Adventurer and the Speedster both get winged by thugs with submachine guns. I don't know if it was just wild luck or if that's kind of how it plays at PL 10, but it was sort of weird. With the speedster's speed and the Paragon's flight, I didn't even bother with a map. But I had to constantly adjudicate the Costumed Adventurer's position and distance. Oh, and the Costumed Adventurer has no vehicle or movement power. Weird. The Fast Overrun feat allows you to add your movement rate to a trip attempt, but the charge and trip option in the combat section doesn't. I allowed it anyway. Even at PL 10, the characters were extraordinarily powerful, definitely more Avengers or Justice League than X-Men. The speedster can travel at 10,000 MPH, the Paragon can lift 90 tons or something like that, and the Costumed Adventurer could hit a thug even on a natural 2. [/QUOTE]
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