Re: Real Problems with M&M
Hammerhead said:
Case #1: "Booster"
Boost +9 [Extras: All Mutant Powers, Increased Duration: Concentration, Increased Duration: Sustained, Increased Duration: Continuous] Total Cost 54 pts.
Then, proceed to buy tons of powers: Strike, Forcefield, Amazing Save, Energy Blast, Telekinesis, Teleport, Flight, Incorporeal at 1 rank each.
Part of any game system is the GM.
In a case like this, when it's obvious the player is a pure power-gamer, the GM has to step in and use his/her veto power. First off, increasing duration more than one step should always be subject to GM approval. Secondly, since Boost is a power that is supposed to drain away (like Drain and Transfer), I would disallow Extras that change that mechanic with the exception of those hard-coded into the rules, such as Slow Recovery.
There's no way I would allow this power built in this manner when it's obviously just a points-grab.
Case #2 Duplication/Animation to create tons of powerful characters at relatively low cost, points wise.
Duplicates are Minions, so they are less effective than the base character, and their ability bonuses and power ranks are limited by the base character's ranks in Duplication, so they are very costly (if you want to have effective ones), not to mention a headache for the GM and the other players as you move 11 guys around the board each round.
Animation is effective, but adding an additional object costs one Extra each, so I'm not sure you could get 'lots' of them without paying a stiff price. Like Duplication, Animated objects' abilities are limited by the ranks in Animation, so again, you're talking about putting a lot of points into the base power.
Case #3: Sorcery allows one to get tons of cool powers for a really low cost. Not really broken, but still really good.
Sorcery's cost is little different from purchasing the powers separately. Since similar items are Power Stunts, that's how you would buy them anyway, so I don't see a big difference there. In fact, you could create a power using the power creation rules that would be very similar to Sorcery.
I don't really see how any of these are 'broken' if you really know how to apply the rules. As I said, any game system like this requires a GM with veto power.