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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1802779" data-attributes="member: 12332"><p>I have both M&M and Blood and Vigilance.</p><p></p><p>Hrm.</p><p></p><p>I'll say BnV is a really good choice for maintaining transparency to d20 Modern. If you're intending to use a lower-level super, with firearms and more than a handful of skills, I'd say that it's a nifty system to use. I also like to tag it together with Action Point rules from Grim Tales (basically APs that refresh after each "arc". Keeps from having to hand out levels constantly).</p><p></p><p>Mutants and Masterminds is a good system for higher-level, more abstract, bright-shiney supers, I think. Unlike many advocates of the system, though, I think it has alot of problems for specific things. For one, its not transparent about the amount of GM-Dependance is built into the system. The rules are there, but in the end it's in the GM's corner to hand-balance each and every PC, because there are buckets of abusable, questionable, and sometimes-broken powers. M&M is very fast-and-loose and is WONDERFUL for building any PC concept your heart desires ... but, like most point-based systems (and perhaps moreso than some) it can be abused and may get tiresome quickly if your players get into the inner workings of the system and start trying to make "the best character". </p><p></p><p>I really like both systems. I'm using BnV more often (weekly, as opposed to off-and-on) because my group finds itself more comfortable with BnV on the whole. I'm trying to get them to open up to M&M more, and trying to get a regular Nocturnals game booted up and running.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1802779, member: 12332"] I have both M&M and Blood and Vigilance. Hrm. I'll say BnV is a really good choice for maintaining transparency to d20 Modern. If you're intending to use a lower-level super, with firearms and more than a handful of skills, I'd say that it's a nifty system to use. I also like to tag it together with Action Point rules from Grim Tales (basically APs that refresh after each "arc". Keeps from having to hand out levels constantly). Mutants and Masterminds is a good system for higher-level, more abstract, bright-shiney supers, I think. Unlike many advocates of the system, though, I think it has alot of problems for specific things. For one, its not transparent about the amount of GM-Dependance is built into the system. The rules are there, but in the end it's in the GM's corner to hand-balance each and every PC, because there are buckets of abusable, questionable, and sometimes-broken powers. M&M is very fast-and-loose and is WONDERFUL for building any PC concept your heart desires ... but, like most point-based systems (and perhaps moreso than some) it can be abused and may get tiresome quickly if your players get into the inner workings of the system and start trying to make "the best character". I really like both systems. I'm using BnV more often (weekly, as opposed to off-and-on) because my group finds itself more comfortable with BnV on the whole. I'm trying to get them to open up to M&M more, and trying to get a regular Nocturnals game booted up and running. --fje [/QUOTE]
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