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This is ALL personal and just my take on stuff BUT M&Mv2 seems to handle non-supers better then Supers. Personally there are changes that I don't agree with as I feel the make the game less 'super-powered' BUT these changes are EXCATELY what I like in non-supers games... so take that as you will ;)

I am still going to get the game, I just might not use it for supers any more (or stick with 1st ed for my super needs)
 

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Its point buy, just like in 1st Edition.

Here is a rundown on the system:

Whats Different?
  • No classes: Characters are not defined by classes orset "packages" of traits in Mutants and Masterminds. Characters can have any combination of abilities and powers, within the limit set by the campaigns power level and the available power points.
  • No other dice: The Mutants & Mastermindsuses only a single twenty-sided die (d20) to resolve all actions and checks. No other dice are required.
  • No attacks of opportunity:The combat system in Mutants & Masterminds is simplified for the kind of fast-paced action seen in the comic books, so there are no attacks of opportunity. Instead, heroes are encouraged to try maneuvers that would normally be quite dangerous (such as an unarmed hero taking on a number of armed opponents, for example).
  • No tactical combat: Combat in Mutants & Masterminds is meant to be fast-paced, like the action in the comics, so the game doesn't use systems of tactical movement. Given how fast some characters can move, that would be difficult, at best.
  • No hit points: Characters in Mutants & Masterminds do not have "hit points" and damage is not rolled using other dice.
  • Hero points: Characters have a resource called hero points, allowing them to temporarily increase their abilities and influence the outcome of die rolls.

What's New? (Changes from 1st Edition)
  • Ability Scores: Ability scores now scale up from 1 to as high as the GM and the character's power level allow, without a split between abilities and super-abilities.
  • Attack and Defense: Attack and Defense bonus are independent of ability scores and purchased separately.
  • Skill Cost: Skill ranks now cost 1 power point per 4 skill ranks (rather than 1 power point per skill rank).
  • Feat Cost: Feats cost 1 power point per feat (rather than 2).
  • Powers: Powers have generally been tuned-up, expanded, and refined.
  • Weaknesses: Weaknesses are replaced with drawbacks of variable intensity and value, allowing for more detail and fine-tuning, and complications, ways of earning hero points in play.
  • Hero Points: Hero points have been refined and the method by which heroes acquire them is different, focusing on the development of the adventure.
  • And More! This new edition offers more feats, more powers, more equipment, campaign advice, and other material to make the game more enjoyable to play and run.
 




Karl Green said:
This is ALL personal and just my take on stuff BUT M&Mv2 seems to handle non-supers better then Supers. Personally there are changes that I don't agree with as I feel the make the game less 'super-powered'
I'm only familiar with the changes listed in the earlier post. I'm curious why you think these changes make the game less suitable for superhero type games.


Aaron
 

Aaron2 said:
I'm only familiar with the changes listed in the earlier post. I'm curious why you think these changes make the game less suitable for superhero type games.


Aaron

Some things will make it MORE superheroes, others (IMO) less… the biggest pet-peeve of my is Linear Attributes. I don’t see why they were added it except to bring M&M back more in line with the rest of D20/3.5 material. Other little things bother my like the way Evasion now works (again is it closer to normal D20 rules instead of the 1st ed ‘roll with the damage’ sort of thing).

I need to look at it more to really decide if I am going to use it for a supers game, but I kind of doubt it… I like 1st ed just fine

NOW there are also changes that I have read about and think “WTF”… movement is one of them… now we have normal movement (30/60/120ft a round) and we have Speed/Flight Movement (listed in Miles-per-Hour, is NOT linear or doubled each rank, but some set number instead) and Teleport, etc type movement that is 5ft a rank with extend range that doubles every rank.

I need to really read it but it sure seems to me now that you can’t have a Spiderman type who can dodge really well… with Base-Attack-Bonus and Base-Defense-Bonus separated from the attributes and both set at a Power-Level max, what is to stop Combat Monster A from maxing out BAB so that he can easily hit Super-Hard-to-Hit Dude? The trade off lets you lower something by 2 to raise the other BUT all things being equal now, there is nothing to stop these from being equal, so the Hulk hits Spidy 50% of the time?? Hmm ok…

NOTE I am not harping TO much on the game… there are parts of 1st that I was not happy about… but 2nd ed looks like a WHOLE nother game to me… why call it Mutants and Masterminds anymore?

Anyway I am still picking it up and hey I MAY love it... stranger things have happened ;)
 

Hi folks, just wanted to address some of Karl's concerns:

Other little things bother my like the way Evasion now works (again is it closer to normal D20 rules instead of the 1st ed ‘roll with the damage’ sort of thing).

That's true (and hopefully easier for new players coming to M&M from other d20 games to pick up), however, the "roll with the damage" ability is still in the game: it's a feat called Defensive Roll.

I need to really read it but it sure seems to me now that you can’t have a Spiderman type who can dodge really well…

Not so!

The trade off lets you lower something by 2 to raise the other BUT all things being equal now, there is nothing to stop these from being equal, so the Hulk hits Spidy 50% of the time?? Hmm ok…

Let's look at a theoretical example:

Assume ol' Jade Jaws and the web-slinger are both PL12 (for the sake of discussion); they both have a PL limit of +12 on their attack bonus, defense bonus, damage bonus, and Toughness save.

Now, we know the Hulk specializes in damage and being tough! So we're going to up his limits on damage and Toughness save to +16, lowering his limits on attack bonus and defense bonus to +8.

On the other hand, Spidey's specialty is speed and accuracy. So let's raise his attack and defense bonus limit to +16, and drop his damage and Toughness save limits down to +8.

Now (again, for the sake of discussion) assume both characters have maxed out their relevant traits. The Hulk has a +8 attack bonus. Spidey, with a +16 defense bonus (some of which might come from the Dodge Focus feat, reducing the cost of his defense) has a Defense of 26 (16 + 10). The Big Green need to roll an 18 or better hit; so he'll hit 15% of the time rather than 50%. That's assuming Spider-Man isn't taking the total defense action (+4 dodge bonus, so Hulkie then needs a natural 20 to hit, and even then can't score a critical) or using a feat like Defensive Attack—which we know Spider-Man must have—to further improve his defense (since his attack bonus is so high, and the Hulk's so low, Spidey can afford to drop his attack by 3 and bump his defense up so ol' Greenskin can't lay a paw on him, but Spider-Man can still web-up the Hulk's face by rolling a 5 or better!)

Anyway I am still picking it up and hey I MAY love it... stranger things have happened ;)

Well, as long as you're keeping an open mind... ;)
 

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