Low level games using Mutants and Mastermind rules

Voneth

First Post
MnM has some great potential to not only be d20 Supers, but also a decent system in general.

I am thinking that 6th level games could be fun, especialy if you used the optional rules that bring back hit points and variable damage dice weapons back into the game. (Which makes sure that all of my DND weapon stats don't collect dust.)

I am also thinking of house ruling that mundane weapons use regular d20 stats and don't cost Power Points to keep and use.

Basicly it will be close to regular d20, but character advancement, and supernatural powers, and unusual items (magic items) are built with MnM Power Points.
 

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I'm actually interested in this kind of thing. Whilst I havent got it yet, I've been thinking about using the Crossgen universe as a setting for a game. Ar at least parts of it, which are an interesting fantasy/sci-fi/supers mix.

Although I'm not real sure where the setting would sit level-wise. Aside from Sigil-bearers and The First, it wouldn't seem THAT high.

One thing I have been wondering about is an alternate money/wealth system to whats standard in M&M.
 
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I agree with a lot of what has been said. Mutants & Masterminds is a great system with a lot of potential for multigenre play. So my question to the Green Ronin guys is: well, what about it? Will we see a supplement that would help us figure out how to adapt M&M to lower-power games with equipment lists and stuff like that?
 

Sulimo said:


Although I'm not real sure where the setting would sit level-wise. Aside from Sigil-bearers and The First, it wouldn't seem THAT high.

I agree that if you take the Sigils out of the picture, you can do a lot of the concepts under PL 10. I'm thinking the two Oriental series can be done around PL 8, but most of them can be as low as PL5.

In thinking on about low level games, I've decided that my general guideline is going to be linked with hit points.

Thanks to the d20 concept, there are LOTS of weapons out there that are stated out with costs included. If I do a low powered game where I want the focus on more mundane weapons, I bring back hit points.

If its a more fantastic game, I'll go to MNM's Damage Save mechanic and money will become more abstract.
 

Voneth said:


I agree that if you take the Sigils out of the picture, you can do a lot of the concepts under PL 10. I'm thinking the two Oriental series can be done around PL 8, but most of them can be as low as PL5.

In thinking on about low level games, I've decided that my general guideline is going to be linked with hit points.

Speaking of The Path & Way of the Rat, how does M&M handle martial arts style combat, or any unarmed combat for that matter? I take it there's plenty of feats to simulate cool comic book Martial Arts action?
 

I have thought about doing a campaign based around the Crux setting. That way all the characters would be able to have some form of powers.

As to the amount of martial/unarmed feats, not many. I have thought about using the feats from Spycraft since they have a very good selection unarmed combat feats that would work really well with little to no modification.
 

Sulimo said:


Speaking of The Path & Way of the Rat, how does M&M handle martial arts style combat, or any unarmed combat for that matter? I take it there's plenty of feats to simulate cool comic book Martial Arts action?

M&M feats are a little different than most d20 feats in that they have been generalized to work with Unarmed, Melee and Ranged combat. Though one melee attack "Take Down Attack" takes
Great Cleave to new hieghts.

When you use Take Down against Minions, you only have to stop when you miss an attack. And in the Combat Section, M&M has a special Minions rule. If you hit them and they fail a Damage Save, then they are down, period.
 

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