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Mutants and Masterminds, edition differences
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<blockquote data-quote="Donovan Morningfire" data-source="post: 4042750" data-attributes="member: 39532"><p>Several.</p><p></p><p>First big one is the costs of things, namely ability scores, feats and skills, with the later two being much cheaper (1pp per feet, 1pp per 4 skill ranks). Also, ability scores don't cap at 20.</p><p></p><p>Next up is powers... Super [Ability Score] powers are gone (except Super Strength which works quite differently), replaced with Enhanced [Ability Score], which just boosts the value of your ability score. Many other powers were totally revamped, as was the whole notion of power feats and linked powers.</p><p></p><p>Drawbacks are split into Complications (roleplaying hooks that give you more Hero Points; btw, you only start with 1 Hero Point per session) and Drawbacks (game mechanic based disads that give you more PP just like in 1e). Batman's vow to fight crime at the expense of his social life? Complication. Superman's weakness to kryptonite? Drawback. Peter Parker's so-called life? Complications galore.</p><p></p><p>Also, the number of PP per PL are divorced from one another. While it is advised that PCs stick with the 15 PP per PL, NPCs can throw that out the window, making it possible to have a PL 20 bad guy built on only 150 PP. Also, what was PL 20 in 1e due to needing all those points can be built much lower and still be effective, if not more so. Case in point would be Atomic Brain; 1e was PL 20, most 2e conversions peg him around PL 14 if I remember right, and he loses very little in translation.</p><p></p><p>Those are pretty much the highlights. Personally I found M&M2e to be a vastly improved game from 1e, as do a lot of other folks, but not everyone shares that opinion.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 4042750, member: 39532"] Several. First big one is the costs of things, namely ability scores, feats and skills, with the later two being much cheaper (1pp per feet, 1pp per 4 skill ranks). Also, ability scores don't cap at 20. Next up is powers... Super [Ability Score] powers are gone (except Super Strength which works quite differently), replaced with Enhanced [Ability Score], which just boosts the value of your ability score. Many other powers were totally revamped, as was the whole notion of power feats and linked powers. Drawbacks are split into Complications (roleplaying hooks that give you more Hero Points; btw, you only start with 1 Hero Point per session) and Drawbacks (game mechanic based disads that give you more PP just like in 1e). Batman's vow to fight crime at the expense of his social life? Complication. Superman's weakness to kryptonite? Drawback. Peter Parker's so-called life? Complications galore. Also, the number of PP per PL are divorced from one another. While it is advised that PCs stick with the 15 PP per PL, NPCs can throw that out the window, making it possible to have a PL 20 bad guy built on only 150 PP. Also, what was PL 20 in 1e due to needing all those points can be built much lower and still be effective, if not more so. Case in point would be Atomic Brain; 1e was PL 20, most 2e conversions peg him around PL 14 if I remember right, and he loses very little in translation. Those are pretty much the highlights. Personally I found M&M2e to be a vastly improved game from 1e, as do a lot of other folks, but not everyone shares that opinion. [/QUOTE]
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