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First time playing Mutants & Masterminds
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<blockquote data-quote="Kichwas" data-source="post: 4296770" data-attributes="member: 891"><p>Some of the sample characters are well known for their poor design and/or art. Flames about this on the Green Ronins boards got so bad at the launch of MnM 2e that one mod made it a bannable offense to mention certain things, like the art of the Martial Artist. That said I don't recall flames over the specific ones you mentioned, but maybe I just mentioned them.</p><p></p><p>Hero points take time to get used to. If you want to encourage their use, award more of them than your players can manage to use. In 1E villains got them too, and this helped to get players using them by seeing them used by the opposition.</p><p></p><p>And to note: 1E MnM is a lot more simple and internally consistent. I personally think it makes for a better game, in part because it lacks some of the play balance 2E has. It favors genre over balance. But I'm in a minority on this opinion.</p><p></p><p>The combat maneuvers in the game are pretty much the same list as in anything d20, and it just takes time for people to realize they can use them.</p><p></p><p>As a last point, if you read the forums, I'd say a lot of people find PL10 to be too low to simulate X-Men. I disagree with that, I think the X-Men are a perfect example -of- PL10. But opinions vary pretty widely on this.</p><p></p><p>Those forums btw, are a great place to go if you want to see a lot of examples of characters and other aspects of the game that can get you more comfortable with it.</p><p></p><p>Personally, I think the version of Marvel that used stones was the best super RPG, but MnM is a very good other choice.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 4296770, member: 891"] Some of the sample characters are well known for their poor design and/or art. Flames about this on the Green Ronins boards got so bad at the launch of MnM 2e that one mod made it a bannable offense to mention certain things, like the art of the Martial Artist. That said I don't recall flames over the specific ones you mentioned, but maybe I just mentioned them. Hero points take time to get used to. If you want to encourage their use, award more of them than your players can manage to use. In 1E villains got them too, and this helped to get players using them by seeing them used by the opposition. And to note: 1E MnM is a lot more simple and internally consistent. I personally think it makes for a better game, in part because it lacks some of the play balance 2E has. It favors genre over balance. But I'm in a minority on this opinion. The combat maneuvers in the game are pretty much the same list as in anything d20, and it just takes time for people to realize they can use them. As a last point, if you read the forums, I'd say a lot of people find PL10 to be too low to simulate X-Men. I disagree with that, I think the X-Men are a perfect example -of- PL10. But opinions vary pretty widely on this. Those forums btw, are a great place to go if you want to see a lot of examples of characters and other aspects of the game that can get you more comfortable with it. Personally, I think the version of Marvel that used stones was the best super RPG, but MnM is a very good other choice. [/QUOTE]
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