Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
M&M: Bad First Session/All Or None
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Grackle" data-source="post: 1754703" data-attributes="member: 23976"><p>Mutants and Masterminds is a great game, but the archetypes presented in the book are really weak for their PL. Anyone who likes to optimize their characters, and I don't just mean power gamers but any typical roleplayer, could make better/more capable characters. In fact, I noticed that one of the frequently asked questions is "why are the freedom leauge such pushovers?" </p><p></p><p>I actually like it that my players max out their primary abilities b/c it makes it easier for me to design villains. If I want their foe to have a nasty attack, I set it at rank 13. If his defenses are a little weak compared to the PCs I set it at 8 or 9. It seems to be working out well so far. A few ranks above or below their PL makes a big difference, especially if someone's on a bad rolling streak. When you can get KOed in one punch, rolling a lot of 2s and 3s in one night is a big deal.</p><p></p><p>Another thing is that bricks are really easy to make and play (and also fun) b/c they fit with a d&d-style of mercilessly beating on things until they're dead. But one superpower can make them totally ineffective (like insubstantial or wisdom drain) so they need someone to watch their back. A super team <strong>has to be</strong> designed as a team. You definitly need one brick, one mentalist, and one blaster, and hopefully someone with some useful other/non-combat powers. A group of 2 mediocre flying blasters and one average brick won't cut it. If your players had had a mentalist w/mind control, fighting two bricks would not have taken 10 rounds. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>If you want to try MnM again, I think you should let your players make their own characters and then test them out against the archetypes they played in your last session. Then they can have sweet, sweet vengence for a ruined gaming night... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>emiricol: That's a good idea. I might start making all characters w/a PL 2 or 3 "base" character before adding super powers. I also gave my PCs a permanent power cap of 10 for all powers except one that's their main-power which they can raise to their current PL as they progress. Hopefully it will make them round-out their characters in time, instead of just boosting powers.</p></blockquote><p></p>
[QUOTE="The Grackle, post: 1754703, member: 23976"] Mutants and Masterminds is a great game, but the archetypes presented in the book are really weak for their PL. Anyone who likes to optimize their characters, and I don't just mean power gamers but any typical roleplayer, could make better/more capable characters. In fact, I noticed that one of the frequently asked questions is "why are the freedom leauge such pushovers?" I actually like it that my players max out their primary abilities b/c it makes it easier for me to design villains. If I want their foe to have a nasty attack, I set it at rank 13. If his defenses are a little weak compared to the PCs I set it at 8 or 9. It seems to be working out well so far. A few ranks above or below their PL makes a big difference, especially if someone's on a bad rolling streak. When you can get KOed in one punch, rolling a lot of 2s and 3s in one night is a big deal. Another thing is that bricks are really easy to make and play (and also fun) b/c they fit with a d&d-style of mercilessly beating on things until they're dead. But one superpower can make them totally ineffective (like insubstantial or wisdom drain) so they need someone to watch their back. A super team [B]has to be[/B] designed as a team. You definitly need one brick, one mentalist, and one blaster, and hopefully someone with some useful other/non-combat powers. A group of 2 mediocre flying blasters and one average brick won't cut it. If your players had had a mentalist w/mind control, fighting two bricks would not have taken 10 rounds. :) If you want to try MnM again, I think you should let your players make their own characters and then test them out against the archetypes they played in your last session. Then they can have sweet, sweet vengence for a ruined gaming night... ;) emiricol: That's a good idea. I might start making all characters w/a PL 2 or 3 "base" character before adding super powers. I also gave my PCs a permanent power cap of 10 for all powers except one that's their main-power which they can raise to their current PL as they progress. Hopefully it will make them round-out their characters in time, instead of just boosting powers. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
M&M: Bad First Session/All Or None
Top