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<blockquote data-quote="Angel Tarragon" data-source="post: 2528128" data-attributes="member: 23733"><p>Its point buy, just like in 1[sup]st[/sup] Edition. </p><p></p><p>Here is a rundown on the system:</p><p></p><p><u><strong>Whats Different?</strong></u></p><ul> <li data-xf-list-type="ul"><strong>No classes:</strong> Characters are not defined by classes orset "packages" of traits in <em>Mutants and Masterminds</em>. Characters can have any combination of abilities and powers, within the limit set by the campaigns power level and the available power points.</li> <li data-xf-list-type="ul"><strong>No other dice:</strong> The <em>Mutants & Masterminds</em>uses only a single twenty-sided die (d20) to resolve all actions and checks. No other dice are required.</li> <li data-xf-list-type="ul"><strong>No attacks of opportunity:</strong>The combat system in <em>Mutants & Masterminds</em> 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). </li> <li data-xf-list-type="ul"><strong>No tactical combat:</strong> Combat in <em>Mutants & Masterminds</em> 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. </li> <li data-xf-list-type="ul"><strong>No hit points:</strong> Characters in <em>Mutants & Masterminds</em> do not have "hit points" and damage is not rolled using other dice.</li> <li data-xf-list-type="ul"><strong>Hero points:</strong> Characters have a resource called hero points, allowing them to temporarily increase their abilities and influence the outcome of die rolls. </li> </ul><p></p><p><u><strong>What's New?</strong></u> (Changes from 1[sup]st[/sup] Edition)</p><ul> <li data-xf-list-type="ul"><strong>Ability Scores:</strong> 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. </li> <li data-xf-list-type="ul"><strong>Attack and Defense:</strong> Attack and Defense bonus are independent of ability scores and purchased separately.</li> <li data-xf-list-type="ul"><strong>Skill Cost:</strong> Skill ranks now cost 1 power point per 4 skill ranks (rather than 1 power point per skill rank). </li> <li data-xf-list-type="ul"><strong>Feat Cost:</strong> Feats cost 1 power point per feat (rather than 2). </li> <li data-xf-list-type="ul"><strong>Powers:</strong> Powers have generally been tuned-up, expanded, and refined. </li> <li data-xf-list-type="ul"><strong>Weaknesses:</strong> 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.</li> <li data-xf-list-type="ul"><strong>Hero Points:</strong> Hero points have been refined and the method by which heroes acquire them is different, focusing on the development of the adventure. </li> <li data-xf-list-type="ul"><strong>And More!</strong> 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.</li> </ul></blockquote><p></p>
[QUOTE="Angel Tarragon, post: 2528128, member: 23733"] Its point buy, just like in 1[sup]st[/sup] Edition. Here is a rundown on the system: [U][B]Whats Different?[/B][/U] [list][*][B]No classes:[/B] Characters are not defined by classes orset "packages" of traits in [i]Mutants and Masterminds[/i]. Characters can have any combination of abilities and powers, within the limit set by the campaigns power level and the available power points. [*][B]No other dice:[/B] The [i]Mutants & Masterminds[/i]uses only a single twenty-sided die (d20) to resolve all actions and checks. No other dice are required. [*][B]No attacks of opportunity:[/B]The combat system in [i]Mutants & Masterminds[/i] 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). [*][B]No tactical combat:[/B] Combat in [I]Mutants & Masterminds[/I] 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. [*][B]No hit points:[/B] Characters in [I]Mutants & Masterminds[/I] do not have "hit points" and damage is not rolled using other dice. [*][B]Hero points:[/B] Characters have a resource called hero points, allowing them to temporarily increase their abilities and influence the outcome of die rolls. [/list] [U][B]What's New?[/B][/U] (Changes from 1[sup]st[/sup] Edition) [list][*][B]Ability Scores:[/B] 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. [*][B]Attack and Defense:[/B] Attack and Defense bonus are independent of ability scores and purchased separately. [*][B]Skill Cost:[/B] Skill ranks now cost 1 power point per 4 skill ranks (rather than 1 power point per skill rank). [*][B]Feat Cost:[/B] Feats cost 1 power point per feat (rather than 2). [*][B]Powers:[/B] Powers have generally been tuned-up, expanded, and refined. [*][B]Weaknesses:[/B] 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. [*][B]Hero Points:[/B] Hero points have been refined and the method by which heroes acquire them is different, focusing on the development of the adventure. [*][B]And More![/B] 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. [/list] [/QUOTE]
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