BiggusGeekus@Work said:I dunno. When you're modifing the rules that much, I'd suggest just looking at a new game like RuneQuest or Pendragon.
So in Mutants & Masterminds instead of rolling X dice of damage, each attack has a "damage bonus" that the target of the attack makes a saving throw against. The result of the saving throw determines what kind of damage they take: a successful save means no damage, while a failed save means they're hurt. How much depends on how badly they failed the saving throw. A really low save (or a really high damage bonus) can result in an instant knockout.
An added benefit is that you only need a single d20 to play Mutants & Masterminds because everything, from attack and damage rolls to skill and power checks, uses the same basic system.
nHammer said:The cover has "Worlds Greatest Superhero RPG" on the cover?...Somebody thinks highly of themselves![]()
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Actually, I think it's more of a nod to Fantastic Four...but still..![]()
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"The World’s Greatest Superhero RPG!" – so announces the front of Green Ronin’s Mutants & Masterminds.
Brave words.
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"The World’s Greatest Superhero RPG!" – that’s what it says on the front cover. The front cover is probably right.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.