Dragonblade
Adventurer
I just bought Mutants and Masterminds and totally love it! This is one of the coolest supers games I've ever seen!
But as I was reading through it several things bothered me:
Spinning is listed a stunt of Super-speed. Shouldn't getting access to a whole other power at your super-speed rank be an extra and not a stunt?
Also, Time travel and Time Freeze (Paralysis) are listed as stunts of Time Control. Shouldn't those be extras as well? Considering they are complete powers in their own right?
Transformation is way overkill. Its basically a Save or die power if used on an opponent in combat. It needs to cost a lot more or have more drawbacks. Like requiring the opponent to not only fail their Reflex save but a Fortitude save as well before being transformed.
Also, the Damage Save mechanic, while ingenius and cool in concept doesn't play too well. No hero worth his salt will ever have a damage save of less than +10. Anything else is suicide. Especially considering that one poor roll on that save can take you out of the combat or even drop you permanently.
Look at Captain Thunder on page 166. He has a punch that does +14 damage but his damage save is only +4. That means if a comparable villain with a similar punch nailed him he has to roll 1d20+4 vs. DC 29?!
Thats crazy! Unless he rolls a natural 20 he is going to be stunned or disabled. He can't even take his own punch!
I think the Damage Save rules need a little more tweaking to promote game balance.
Now, don't get me wrong. I love this game. These are just some small things that bug me. Minor imperfections in an otherwise brilliant game! Kudos to Steve Kenson!
What do the rest of you think?
But as I was reading through it several things bothered me:
Spinning is listed a stunt of Super-speed. Shouldn't getting access to a whole other power at your super-speed rank be an extra and not a stunt?
Also, Time travel and Time Freeze (Paralysis) are listed as stunts of Time Control. Shouldn't those be extras as well? Considering they are complete powers in their own right?
Transformation is way overkill. Its basically a Save or die power if used on an opponent in combat. It needs to cost a lot more or have more drawbacks. Like requiring the opponent to not only fail their Reflex save but a Fortitude save as well before being transformed.
Also, the Damage Save mechanic, while ingenius and cool in concept doesn't play too well. No hero worth his salt will ever have a damage save of less than +10. Anything else is suicide. Especially considering that one poor roll on that save can take you out of the combat or even drop you permanently.
Look at Captain Thunder on page 166. He has a punch that does +14 damage but his damage save is only +4. That means if a comparable villain with a similar punch nailed him he has to roll 1d20+4 vs. DC 29?!
Thats crazy! Unless he rolls a natural 20 he is going to be stunned or disabled. He can't even take his own punch!
I think the Damage Save rules need a little more tweaking to promote game balance.
Now, don't get me wrong. I love this game. These are just some small things that bug me. Minor imperfections in an otherwise brilliant game! Kudos to Steve Kenson!

What do the rest of you think?