Let's Talk About Supers RPGs (Especially Ones Good For Cons)

As someone who still owns Mutants & Masterminds 2e, is there anything in 3e that people feel is dramatically improved? One of the things I always liked about M&M is that once bonuses passed +10, you replaced it with another d20.

I always felt it kept things interesting and die rolls relevant.
 

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As someone who still owns Mutants & Masterminds 2e, is there anything in 3e that people feel is dramatically improved? One of the things I always liked about M&M is that once bonuses passed +10, you replaced it with another d20.

I always felt it kept things interesting and die rolls relevant.

Define "dramatically". I personally thought replacing the attributes with just the modifiers saved a step in process since there was almost no purpose in the actual attributes.

While I'm not sure the actual result worked, in principal replacing all the special-case attack powers with Affliction was conceptually sound (the problem was that since conditions were by their nature split into three piles, within the piles not all were created equal. This was a problem with the 2e powers too, but there you could twiddle with other things about how the powers worked to somewhat balance out the problems).

There were other things I thought were virtues, but I'm even less sure I'd call them dramatic improvements.
 

If you're looking for something very simple to play (or you're just interested in Supers RPGs in general), I would suggest looking at Super-Action Roleplay by Four Color Studios. The writer (Scott Pyle) has done a lot of different skirmish games in the supers genre (as well as working on the original Necessary Evil book for Savage Worlds) and SAR looks like it could play very quickly in a convention setting.

If anything, you might find a new super RPG to peruse!

- Vilegrimm
 

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