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Mutants and Masterminds, edition differences
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<blockquote data-quote="Jackelope King" data-source="post: 4050910" data-attributes="member: 31454"><p>Out of the box, ValhallaGM has it about right: you can use M&M to run just about anything, so long as you're good at divorcing flavor from mechanics. I've seen high fantasy, swords & sorcery, Star Wars, zombie survival games, and secret agent games all run without an issue. That said, M&M <em>lends itself</em> best to a four-color superheroes game.</p><p></p><p>My own toolbox game that I'm finally-almost-nearly-just-about-kinda-sorta-practically finished uses M&M as the base for character creation, where it is probably the most flexible in the d20-verse. I've heavily modified some aspects of it (especially skills, which have gotten a massive overhaul to be a little less fiddly and a lot broader), and in the combat area I've borrowed liberally from the good parts of other systems (a lot of the nuts and bolts of combat is informed by <em>Spycraft</em>, I've used zones from <em>Iron Heroes</em>, a heavily modified system inspired by <em>Book of Iron Might</em> for combat maneuvers, saves-as-defenses from <em>Star Wars: Saga Edition</em>). These modifications have mostly been in the name of simplification and truly getting down to the base effects that M&M presents (using something akin to SWSE's condition track coupled with a more generic power called "Inflict (Condition)" rather than trying to memorize Nauseate AND Paralyze AND Snare AND Fatigue AND Emotion Control...), and addressing a few very minor balance issues.</p><p></p><p>For most players, going through and changing the names of powers will be enough (changing "Super-Senses" to "Enhanced Senses", for example).</p><p></p><p>Bottom line: if you're comfortable with ripping the mechanical guts out of a system and disregarding its flavor, M&M can do a <em>lot</em>. There are still a few issues (such as the system for Knockback not fitting non-supers games very well, the Time & Value Progression chart taking a decidedly silver-age path once you start reaching higher levels, and the weapons presented in the equipment chapter being painfully weak), but these are really very minor. If you don't mind creating your own weapons (a very easy task, actually), you can use M&M for a lot. You don't have to go overboard like I tend to.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 4050910, member: 31454"] Out of the box, ValhallaGM has it about right: you can use M&M to run just about anything, so long as you're good at divorcing flavor from mechanics. I've seen high fantasy, swords & sorcery, Star Wars, zombie survival games, and secret agent games all run without an issue. That said, M&M [i]lends itself[/i] best to a four-color superheroes game. My own toolbox game that I'm finally-almost-nearly-just-about-kinda-sorta-practically finished uses M&M as the base for character creation, where it is probably the most flexible in the d20-verse. I've heavily modified some aspects of it (especially skills, which have gotten a massive overhaul to be a little less fiddly and a lot broader), and in the combat area I've borrowed liberally from the good parts of other systems (a lot of the nuts and bolts of combat is informed by [i]Spycraft[/i], I've used zones from [i]Iron Heroes[/i], a heavily modified system inspired by [i]Book of Iron Might[/i] for combat maneuvers, saves-as-defenses from [i]Star Wars: Saga Edition[/i]). These modifications have mostly been in the name of simplification and truly getting down to the base effects that M&M presents (using something akin to SWSE's condition track coupled with a more generic power called "Inflict (Condition)" rather than trying to memorize Nauseate AND Paralyze AND Snare AND Fatigue AND Emotion Control...), and addressing a few very minor balance issues. For most players, going through and changing the names of powers will be enough (changing "Super-Senses" to "Enhanced Senses", for example). Bottom line: if you're comfortable with ripping the mechanical guts out of a system and disregarding its flavor, M&M can do a [i]lot[/i]. There are still a few issues (such as the system for Knockback not fitting non-supers games very well, the Time & Value Progression chart taking a decidedly silver-age path once you start reaching higher levels, and the weapons presented in the equipment chapter being painfully weak), but these are really very minor. If you don't mind creating your own weapons (a very easy task, actually), you can use M&M for a lot. You don't have to go overboard like I tend to. [/QUOTE]
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