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M&M Ultimate Power - No Review???

TarionzCousin

Second Most Angelic Devil Ever
Mutants & Masterminds - Ultimate Power won 5 ENnies, but it hasn't been reviewed here?

Presumably, many people own it and love it--hence the large number of votes it received. But nobody has reviewed it for ENWorld?

I want a review...or at least a general overview, some opinions, and an example or two of how people have used it. Is that too much to ask? :)
 

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TarionzCousin said:
Mutants & Masterminds - Ultimate Power won 5 ENnies, but it hasn't been reviewed here?

Presumably, many people own it and love it--hence the large number of votes it received. But nobody has reviewed it for ENWorld?

I want a review...or at least a general overview, some opinions, and an example or two of how people have used it. Is that too much to ask? :)

I think 5 Ennie wins should be enough to convince you to buy it.

Seems like the people have already spoken on its quality and worth.
 

I'd say that Ultimate Power is a very good book to buy.

Side-note: I don't know if anyone has reviewed the Mastermind's Manual, but I found that to be only so-so. If you're a GM and looking to tinker with the rules it will give you good insights. Otherwise, you'll get a few cool new things. There's no real reason to have it as a player, as you won't need more than one copy in a group.
 

I made some comments about Ultimate Powers in an earlier thread, but I'll say that it is an absolutely awesome book for M&M. It pretty much has two sections, the first of which lists the core powers of the M&M system, and the second which uses those core powers to buy specific special effect powers in the game.

For example, the first part of the book has the damage power, while the second has "electrical control," "fire control," and so on. Each power in the second part of the book has a whole list of suggested alternate powers as well, to create a whole character based around a particular effect.

To use an example: I play a character who can change himself into living electricity, so I buy electrical control. I can use that power to travel through power lines (transmit) interface with and control computers (datalink) and drain off electrical powers in general (drain). That's a complex character, and it ended up taking about five minutes to build.

In play, we use Ultimate Powers much more than any other M&M book.

Oh, and it's also edited by a friend of mine (Jon Leitheusser) and has great art. Buy it already!

--Steve
 

Elric said:
Side-note: I don't know if anyone has reviewed the Mastermind's Manual, but I found that to be only so-so. If you're a GM and looking to tinker with the rules it will give you good insights. Otherwise, you'll get a few cool new things. There's no real reason to have it as a player, as you won't need more than one copy in a group.
Just wanted to chime in and agree here. Green Ronin sells this book as a PDF, and I think it's a good one to buy in that format if you're the GM: you really only need bits and pieces of it at most, and most likely won't be referencing it too much in play.

Still, if you like (for instance) HP, Wounds and Vitality, or Attacks of Opportunity, and want to play M&M, this is the book for you.

--Steve
 


Relique du Madde said:
Here, I'll give you a quick review....

"5 stars. If you are playing in a Mutants and Masterminds game, BUY IT NOW OR DIE!."

Does that help any?
While lacking in details, this "review" does manage to convey the reviewer's enthusiasm for the subject. Well put, sir. :cool:

Oh, and thanks to SteveC for the more mundane review. That's helpful.
 


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