Mutants and Masterminds 3e

JEB

Legend
Yeah. My issue is that I approach M&M not as a supers game but as something to run shounen adventures in. Stuff inspired by One Piece, Naruto, Bleach and Demon Slayer. There you run into the whole deal with characters having moves that are useful only given the right circumstances but which are more powerful than their standard fare of moves.
There's an official supplement called Mecha and Manga that has some ideas for that sort of thing (as well as running other common anime genres). It's for 2E, though, so may need some adjustment to work with 3E.
 

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Thomas Shey

Legend
Yea, there’s a hard limit on direct power. I think that’s a good thing. IMO, If you could just put limitations on things to go over cap it would quickly become rock paper scissors.

There seems to be quite a few indirect methods to increase accuracy/‘damage’ output though.

Too many, if anything. Years ago I did a fairly well-known analysis of things that sidestepped PL in one fashion or another when the Atomic Thinktank was still a thing.
 

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