M&M 2nd Edition: Underwhelmed?

Kylara said:
Ranger Reg, the Power creation rules will be in the Masterminds Manual. My problem is however is that not only weren't they included in the Core, that the powers themselves are all built so variably. Some powers, different ranks do different things (Insubstantial, Super senses, Super movement, etc), others they increase the effect, others are pay x amount to get 5pp a rank to spend for variable things. This variability resists the ability to create powers if you don't have the design rules that Kenson used since its almost like there are a few systems jumbled together.
It's probably because not all powers are equal. I know there were discussion about MnM v.1.0 incorporeality and invisibility being most unbalanced because they were so powerful at the lowest rank and small PP cost.
 

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Kylara said:
I don't define the ability to create powers as optional in a Supers Game. They spoiled me with MnM 1E, they had powers, and an easily useable power creation system in the main book. I did not have expectations before Mutants and Masterminds 1E, I had them for 2E based on how amazingly good 1E was.

And again, I ask you - what can't you build power-wise in 2e? The Arrays and Variable Arrays seem pretty flexible, and there's several examples scattered among the power descriptions on how to modify, expand and create effects.
 

Aaron2 said:
It is an interesting point as to whether power creation rules should be considered a standard part of a super-hero game. I'm not sure the case can be made since they invariably end up as "pick a power that is similar and base the new powers cost on it."

I wish I could find the link now, but in talking about power creation on the Think Tank the other day, Kenson said that this is pretty much exactly what the power creation rules will boil down to. It's as much - if not more - an art as a science.
 

Well, just to get back on topic, I'm actually quite overwhelmed by Mutants & Masterminds 2nd Edition. I haven't had a chance to play it yet, but it sure looks good on paper. I'm looking forward to creating epic superhero series with all sorts of heroes in all sorts of environments and eras. I'm looking forward to having heroes tear their way through legions of minions in an instant (compared to D&D encounters with a large amount of opponents) to get to the evil boss for a final showdown. This is going to be great! :)
 


I really don't understand why someone can't eyeball the powers presented and work on house rules to cover that power. Which power are you looking for Kylara?
 

I didn't paly frist edition at all, so I don't really have any way to draw direct comparisons between it and second edition, but from what I've read on the MnM boards it seems that a few of the tool-kit sections of MnM1 had been removed to make room for other (expanded) information in MnM2. However, I also understand that the Mastermind's Manual (due Q1 2006) is to include those that were dropped and more making it Unearthed Arcana for MnM.

Hope that helps.
 

Sketchpad said:
I really don't understand why someone can't eyeball the powers presented and work on house rules to cover that power. Which power are you looking for Kylara?

thing is that eyeballing may well lead to unbalance and discussion...

having words on paper that you can point back to may then help :P
 

hobgoblin said:
thing is that eyeballing may well lead to unbalance and discussion...

having words on paper that you can point back to may then help :P

Since SK himself couldn't get 'em ALL right the first time around - one of the reasons we have a 2nd edition now, after all - I'd say that no amount of words on paper will ever replace good old fashioned legwork. If someone doesn't want to have to deal with imbalance, discussion, and tweaking, then creating new powers is probably not something they should concern themselves with.

(And in case anyone might take that the wrong way, 90% of the time I'm one of those people. I hate having to fiddle with rules mid-game if I can possibly avoid it, particularly after all the time I spent reviewing for GamingReport. Occasionally I'll want to work on something in particular, and in that case I'll most likely jut recruit one or two players to help me out with that specifically. But when it comes to the weekly game session, I'd rather spend the time playing!)
 

true. but it helped that in m&m1 you had a bit of text that explained the prosess they usualy used when creating a new power.

define effects, count them, base cost found. then apply the extras and stuff.

and i need a bit of clearification done on the alternate power stuff. is it kinda like the same stuff in 1ed, only now defined as a true generic power stunt with rules and all?

and if so: how do they do stuff like cosmic power now? split them up in seperate powers with the same power source or something?
 

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