Mutants and Masterminds - Move up to 2nd edition?

As a playtester of 2E I would say get it. It is an overall big improvement. The only reason I wouldn't get it is if money is an issue for you. Which is exactly the reason I haven't bought my own copy yet. Plus no M&M game is on the horizon for me, since I moved. But my old house should be sold very soon.
 

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I played in a 1e and now a 2e campaign, and the biggest thing I think needs mentioning that has not already been very well covered above is that the conversion document from Green Ronin is completely worthless if you're just starting with the 2e rules. It literally did more harm than good for all eight people in our group. :confused: Nothing really makes sense, and you'll be tempted to start hopping around on the document. We found it is easier to roll your character up from scratch using only the core 2e book, then level up as necessary, each level at a time. You're not going to get a direct conversion, and that's a good thing in most cases. :)

Other than that, I echo the comments above in favor of 2e.
 

Karl Green said:
Ah damage has changed in two little, yet important ways...
first the track changed from "failed by more then 5" to "failed by 5 or more"
second there is one more levels of damage (bruised, stunned, staggered, unconscious)

Balances out in the two campaigns I'm running, and adds a bit to the longevity of characters in combat. Positive change.

Our problem with Feats is that stuff like Luck, which can be VERY important is soooo cheap that almost no one does NOT take it. Other feats like Evasion are really just "too good"... for 2 points, you can take 1/2 damage from Area Attacks... why buy up Reflex saves?

NOTE that yes, if your players follow the concepts then these "issues" might not be issues for you... but it can be hard to resist.

I swear, what is it that's so hard about actually following a concept? What if the character isn't lucky or doesn't know how to dive for cover from explosions and such? Every time I see statements like this, I just shake my head; not everyone makes characters to powergame. See also similar statements about how you 'have' to max out all of your combat stats. Ridiculous.

2nd ed has a lot of GOOD stuff going for it and I think that it is just fine for Superhero games. I REALLY wish that they had not changed little things throughout the book, just for the sake of change because they throw us all the time BUT they are not bad, just different. I also don't like the redundant Powers (i.e. "Weather Control, see Environment Control" what?)

In the end, for me, I like 2nd ed just fine for Superhero gaming and 1st ed for non-supers games (although I like True20 even better for them myself). Power Level limits is a very cool concept in the mid-range of the game (8+) but for lower games I don’t think it works as well. But that is all just my option and all ;)

And here goes the merry-go-round again - 2e is no more locked into 'supers only' mode than SAS or Champions. If you can't play that style, great. Over multiple campaigns with multiple groups, 2e has consistently outperformed 1e in terms of flexibility for a variety of campaigns and genres that I've run. No more bizarre Powers as Extras nonsense, no more broken Gadgets rules. PL makes sense now, and is infinitely more flexible than 1e.
 


Jim Hague said:
And here goes the merry-go-round again - 2e is no more locked into 'supers only' mode than SAS or Champions. If you can't play that style, great. Over multiple campaigns with multiple groups, 2e has consistently outperformed 1e in terms of flexibility for a variety of campaigns and genres that I've run. No more bizarre Powers as Extras nonsense, no more broken Gadgets rules. PL makes sense now, and is infinitely more flexible than 1e.

So true! I love 2e's flexability. I am currently using it to create a Space: 1889 campaign. And it is working like gangbusters!
 

Jim Hague said:
And here goes the merry-go-round again - 2e is no more locked into 'supers only' mode than SAS or Champions. If you can't play that style, great. Over multiple campaigns with multiple groups, 2e has consistently outperformed 1e in terms of flexibility for a variety of campaigns and genres that I've run. No more bizarre Powers as Extras nonsense, no more broken Gadgets rules. PL makes sense now, and is infinitely more flexible than 1e.

"no more locked" for YOU... why is it so hard to understand OR accept that NOT everyone is the same. I have been playing around with ways to modify or drop parts of the PL limit for 2nd ed BUT I personally don't like them QUITE as much as I like the way it was handled in 1st ed... THIS IS ALL PERSONAL... plus I like Coke and think anyone who drinks Pepsi is just fooling themselves ;)
 
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Yellow Sign said:
So true! I love 2e's flexability. I am currently using it to create a Space: 1889 campaign. And it is working like gangbusters!


And it does look cool what you are a doing ;) It would NOT be more system of choice for this BUT that does not make it less cool
 

Karl Green said:
... plus I like Coke and think anyone who drinks Pepsi is just fooling themselves ;)

Coke, Pepsi....meh!


Dr. Pepper all the way! ;)


Karl Green said:
And it does look cool what you are a doing ;) It would NOT be my system of choice for this BUT that does not make it less cool

I can respect that. :D But it's working great for me and I am having a great time doing it!

YS
 

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