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*TTRPGs General
M&M 2nd Edition: Underwhelmed?
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<blockquote data-quote="arwink" data-source="post: 2698170" data-attributes="member: 2292"><p>I've been running a 2e game for a while now, and by far the biggest thing that I missed from 1e was the ability to work out the cost for character's power in my head. These days I need a rule-book to properly work out what a characters should cost, and that bugged me for a long time.</p><p></p><p>Then, about three or four weeks ago, I worked out that I didn't actually need to know the cost of a villains powers to determine PL anymore, which cleaned things up a little. It now takes me less time to put a villain together for a session than it ever has before, since it's largely a case of putting numbers on the page and working out the averages for a few effects.</p><p></p><p>This, to me, is the trade-off of 2e - doing a character by the book takes longers. Much longer. But I've discovered that it's largely only a real problem when you're putting together the PC's in the early stages of the campaign and when you're putting together bad guys for publication - the rest of the time things flow fairly quickly. Combinine this with the rest of the changes, which I'm fairly tickled with, and 2e becomes one of my favorite system re-writes ever.</p><p></p><p>As for the half-complete feeling - I suspect that's because they now had two books to put together the system where they once crammed it into one. They can now do the core game, and the Masterminds Manual will cover the rest. While I'm sure Green Ronin would refute the Players Handbook/DMG analogy, that's largely the way I'm looking at it at the moment.</p></blockquote><p></p>
[QUOTE="arwink, post: 2698170, member: 2292"] I've been running a 2e game for a while now, and by far the biggest thing that I missed from 1e was the ability to work out the cost for character's power in my head. These days I need a rule-book to properly work out what a characters should cost, and that bugged me for a long time. Then, about three or four weeks ago, I worked out that I didn't actually need to know the cost of a villains powers to determine PL anymore, which cleaned things up a little. It now takes me less time to put a villain together for a session than it ever has before, since it's largely a case of putting numbers on the page and working out the averages for a few effects. This, to me, is the trade-off of 2e - doing a character by the book takes longers. Much longer. But I've discovered that it's largely only a real problem when you're putting together the PC's in the early stages of the campaign and when you're putting together bad guys for publication - the rest of the time things flow fairly quickly. Combinine this with the rest of the changes, which I'm fairly tickled with, and 2e becomes one of my favorite system re-writes ever. As for the half-complete feeling - I suspect that's because they now had two books to put together the system where they once crammed it into one. They can now do the core game, and the Masterminds Manual will cover the rest. While I'm sure Green Ronin would refute the Players Handbook/DMG analogy, that's largely the way I'm looking at it at the moment. [/QUOTE]
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M&M 2nd Edition: Underwhelmed?
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