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Mutants and Masterminds - Move up to 2nd edition?
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<blockquote data-quote="Krolik" data-source="post: 2893030" data-attributes="member: 17219"><p>Well 2E fixes a lot of rules that most of us found broken. Powers as Extras could be a nightmare in 1E when you needed to include Extras and Flaws. The entire power-construct system has been overhauled with Alternate Powers now being the major driving force in the game - and it is a change I find most agreeable. The Combat Save Chart has been changed to include an additional category, so that you do not have characters knocked out after only one hit due to a bad roll. The Skills have been altered and regrouped so that buying them becomes easier as well. A major change is that you can play Martial Arts characters without needing to buy Powers - of course you can buy Powers if you want them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The Feat and Power Feat system has been redefined to make much more sense. And then there is the inclusion of Trade-offs which allows you to make unique characters that do not all look like cookie-cutters. </p><p></p><p>I would say the only Con of 2E is that it is a tad more crunchy then 1E. Some Powers, like Shapeshift, take a little more effort and pre-planning to use in the game. But with that added crunch comes a whole new level of added versatility as well. 2E remains just as quick and open-ended as 1E but adds more versatility while cleaning up all the broken rules people complained about. I personally feel that the game is several steps better then 1E.</p></blockquote><p></p>
[QUOTE="Krolik, post: 2893030, member: 17219"] Well 2E fixes a lot of rules that most of us found broken. Powers as Extras could be a nightmare in 1E when you needed to include Extras and Flaws. The entire power-construct system has been overhauled with Alternate Powers now being the major driving force in the game - and it is a change I find most agreeable. The Combat Save Chart has been changed to include an additional category, so that you do not have characters knocked out after only one hit due to a bad roll. The Skills have been altered and regrouped so that buying them becomes easier as well. A major change is that you can play Martial Arts characters without needing to buy Powers - of course you can buy Powers if you want them. :) The Feat and Power Feat system has been redefined to make much more sense. And then there is the inclusion of Trade-offs which allows you to make unique characters that do not all look like cookie-cutters. I would say the only Con of 2E is that it is a tad more crunchy then 1E. Some Powers, like Shapeshift, take a little more effort and pre-planning to use in the game. But with that added crunch comes a whole new level of added versatility as well. 2E remains just as quick and open-ended as 1E but adds more versatility while cleaning up all the broken rules people complained about. I personally feel that the game is several steps better then 1E. [/QUOTE]
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Mutants and Masterminds - Move up to 2nd edition?
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