M&M 2nd Edition: Underwhelmed?

Kylara

First Post
I like many people loved the first edition of Mutants and Masterminds, its one of the best RPGs that I have ever played, and it really set the bar for me on the quality of an RPG book, at this point, I just can't play DnD without wishing that it was more like MnM, that it was point buy, level-less, had toughness saves, etc. When I heard that 2nd Edition for Mutants and masterminds was coming, I preodered, immediately, 1E was so good that my expectations for 2E were very high, and I expected to immediately want to change over in every game I played.

After getting and reading the book, I am left feeling a big old, "meh, could have been better". I try to model characters, and I keep running into holes in the rules, things that call for GM Fiat just in character creation that didn't call for it in 1E, arbitrary decisions that will change the costs of powers from game to game. In 2E costs have varying PP costs per rank, based on what they do, but there are leaps involved in each level of cost: For example, at 1PP/rank, Deflect allows you to block Slow Moving Projectiles, Fast Moving Projectiles, Energy Attacks, or Mental attacks. At 2pp/Rank you block everything but Mental attacks, but what happens when you fall between the cracks, when you don't want to block energy attacks. Your forced to get the GM to make an arbitrary ruling of how much a cost break not deflecting energy is worth.

In 1E building up the powers you want was pretty easy to do, you start with the base effect, and purchase extras to tailor it, buying only what you want. In 2E you buy an approximation, and then you have to rip it apart to try and get what you actually want, and then you guess at how much what you want is actually worth, and how much packaging you have torn out.

Another area of disapointment is the fact that power creation rules have been totally left out. If someone wants to do something that isn't in the book, you have to tell them sorry, you need to wait til the Mastermind's Manual is out I don't know how to create powers and handle the costing. Also there are a few powers that were just sort of left out, while redundant powers got included. Sorry, no need to have a shape matter power, we need to have entries for Hellfire control and Electricity control, etc, even though they are just the Blast power with different descriptors. It would have been much more helpful if they had consolidated all the control powers in one place, and then gave a quick line or two about each one then writing all of them up as individual powers. All the tables that the different powers use are like this, big jumps, but what do you do between the cracks?

Another nit to pick is movement, Movement does not provide that nice 5ft/round per power rank anymore (although its an often mentioned houserule), it gives you an MPH, and if you want to get a feet/action, you have to follow a formula. Granted, MPH * 10 isn't that hard, but the conversion should have been included on the chart. 1 rank of speed gets you 100feet/action, and things go up exponentially from there, within a few ranks. The movement system is a mess compared to 1st edition.

Overall, the 2E book is about 1/3rd longer then 1E, but it doesn't feel half as complete. Am I the only one that is feeling this way?
 

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Kylara said:
After getting and reading the book, I am left feeling a big old, "meh, could have been better". I try to model characters, and I keep running into holes in the rules, things that call for GM Fiat just in character creation that didn't call for it in 1E, arbitrary decisions that will change the costs of powers from game to game. In 2E costs have varying PP costs per rank, based on what they do, but there are leaps involved in each level of cost: For example, at 1PP/rank, Deflect allows you to block Slow Moving Projectiles, Fast Moving Projectiles, Energy Attacks, or Mental attacks. At 2pp/Rank you block everything but Mental attacks, but what happens when you fall between the cracks, when you don't want to block energy attacks. Your forced to get the GM to make an arbitrary ruling of how much a cost break not deflecting energy is worth.

Either the game has to break things into 0.5 pp/rank or you're going to have to charge 3 pp for anything but mental attacks and 2 pp for all projectiles. This was a choice they made abut the granularity of the system- we could have a system where we build characters at PL 10 600 pp and we'd have great granularity- but it would be a huge pain in the neck to deal with that many points.

With movement: I don't think remembering 10*mph= move action is very hard. It seems like you care much more about the fact that 10*mph is a very large number.

I think M&M 2e is great. It could have used a little more review in some places by people less familiar with the system (because that probably would have led to changes that would have made some parts a little easier to understand) but Steve Kenson will personally answer your rules questions, which makes up for a lot. :)
 

With movement: I don't think remembering 10*mph= move action is very hard. It seems like you care much more about the fact that 10*mph is a very large number.

How hard would it have been to include another row on the progression table since the system left the nice easy 5*Rank?
 

Wouldn't that just be a limitation on the power?

At any rate, just the opposite for me, I have found MnM2e to be overwhelmingly good. In fact, so good that I also grabbed True20 and will be using that for a game I just started because I think it is superior to D&D3.x for what I'm looking for in a game.
 

Kylara said:
How hard would it have been to include another row on the progression table since the system left the nice easy 5*Rank?

So you're saying 5*something is easy, but 10*something is too hard?
 

DanMcS said:
So you're saying 5*something is easy, but 10*something is too hard?

No, what I am saying is that if each rank only increased the speed by 5ft it would be fine not to have included it in a chart that already exists. 2E is not that neat, it goes 10mh/25mph/50mph, increasing by VARIABLE multiples each rank. I am not talking about adding in a new chart or anything, I'm talking about adding in an extra column to the existing progression chart for movement powers. An example of a little thing that would have made it feel more complete.
 
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Eh, from my reading, 2e is a lot more complete than 1e. You're getting more, and the trimming of some optional stuff isn't that big a deal. I mean, MSH or HERO sure don't have the whys of power costing, so why complain about MnM sacrificing immediate release (power building and other options're coming in the Mastermind's Manual) of rules not needed in order to make a bigger, better book?
 

Jim Hague said:
so why complain about MnM sacrificing immediate release (power building and other options're coming in the Mastermind's Manual) of rules not needed in order to make a bigger, better book?

Agreed. I think the book's been cleaned up and is better suited to someone that just wants to start playing. Those that like to tinker will definitely get more with the Mastermind's Manual and other supplements.
 

Jim Hague said:
Eh, from my reading, 2e is a lot more complete than 1e. You're getting more, and the trimming of some optional stuff isn't that big a deal. I mean, MSH or HERO sure don't have the whys of power costing, so why complain about MnM sacrificing immediate release (power building and other options're coming in the Mastermind's Manual) of rules not needed in order to make a bigger, better book?

Just the opposite to me, it seems incomplete, they leave out powers and don't bother to give us a way to make the powers for ourselves. The power creation rules were in the 1E book, with the extra 60 pages, it isn't unreasonable to expect the 2E book to include them as well.

Some things were definite upgrades, I wont argue that everything was a bad move, but there are definitely a few downgrades, and that is what makes it feel not so complete. A hybrid of the 2 would be perfect, but if its one or the other, make mine MnM 1st Edition.
 

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