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Mutants and Masterminds, edition differences
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<blockquote data-quote="ValhallaGH" data-source="post: 4050471" data-attributes="member: 41187"><p>Mostly re-imagining and rethinking your assumptions.</p><p>For example, you can run a fantastic Connan game around PL 6 or PL 7. The party will be more powerful than most other humans they meet (PL 2 to 5) and able to fight big monsters but only if they are smart and/or lucky. Best of all, they only go up in raw power (PL) when you want them to.</p><p>Characters buy an Attack of +4 and then Attack Focus for their primary combat style (ranged weapons or melee weapons), and some Equipment points into weapons, to bring themselves up to their PL caps with their attack/damage. They can use some more equipment points to come up to their PL caps via Shields and Armor. Suddenly, the guy with a 14 strength and 14 constitution has a +8 to hit for +5 damage and a +7 defense and +7 toughness.</p><p>Magic, in such a game, would be a collection of spells done up using the power rules.</p><p>Need a magic item in a hurry? Just stat up an appropriate device.</p><p>Etc., etc.</p><p>This trick also works to build the Spartans from the new 300 movie.</p><p></p><p>A modern game can be just as quick and simple. If you want super-spies, or just some good general advice for such a campaign, then Agents of Freedom is a good book to pick up but it's a long way from necessary. Everything you need is in the core rules. That said, feel free to increase the starting power points to get some really talented/experience operators at the table.</p><p></p><p>Sci-fi is just as simple. Giant robots? Either devices or an alternate form (your choice, oh guy running the game). Heck, you could even make them be equipment, though that means that giant robots are as mass-producible as handguns, in that setting.</p><p>Laser swords and mind powers? Done.</p><p>And so forth.</p><p></p><p>D&D style fantasy adventure? Most first level D&D characters are about a PL 4. By PL 10, they're equivalent to most level 12 to 15 characters. By PL 20, they can merrily stomp around the cosmos, slaying divine pantheons, just like many epic level parties.</p><p></p><p>M&M 2e can do just about any type of gaming you want. It was built primarily for superheroes, but there are super heroes from every genre imaginable. Thus, M&M can support almost every genre imaginable.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4050471, member: 41187"] Mostly re-imagining and rethinking your assumptions. For example, you can run a fantastic Connan game around PL 6 or PL 7. The party will be more powerful than most other humans they meet (PL 2 to 5) and able to fight big monsters but only if they are smart and/or lucky. Best of all, they only go up in raw power (PL) when you want them to. Characters buy an Attack of +4 and then Attack Focus for their primary combat style (ranged weapons or melee weapons), and some Equipment points into weapons, to bring themselves up to their PL caps with their attack/damage. They can use some more equipment points to come up to their PL caps via Shields and Armor. Suddenly, the guy with a 14 strength and 14 constitution has a +8 to hit for +5 damage and a +7 defense and +7 toughness. Magic, in such a game, would be a collection of spells done up using the power rules. Need a magic item in a hurry? Just stat up an appropriate device. Etc., etc. This trick also works to build the Spartans from the new 300 movie. A modern game can be just as quick and simple. If you want super-spies, or just some good general advice for such a campaign, then Agents of Freedom is a good book to pick up but it's a long way from necessary. Everything you need is in the core rules. That said, feel free to increase the starting power points to get some really talented/experience operators at the table. Sci-fi is just as simple. Giant robots? Either devices or an alternate form (your choice, oh guy running the game). Heck, you could even make them be equipment, though that means that giant robots are as mass-producible as handguns, in that setting. Laser swords and mind powers? Done. And so forth. D&D style fantasy adventure? Most first level D&D characters are about a PL 4. By PL 10, they're equivalent to most level 12 to 15 characters. By PL 20, they can merrily stomp around the cosmos, slaying divine pantheons, just like many epic level parties. M&M 2e can do just about any type of gaming you want. It was built primarily for superheroes, but there are super heroes from every genre imaginable. Thus, M&M can support almost every genre imaginable. [/QUOTE]
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