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Mutants and Masterminds - Move up to 2nd edition?
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<blockquote data-quote="Laslo Tremaine" data-source="post: 2904211" data-attributes="member: 330"><p>I played a 1 long running campaign in 1e that covered a number of genres and Power Levels:</p><p></p><p>• Pulp (PL 5-6)</p><p>• Mystery Men (PL 7-8)</p><p>• WWII Golden Age (PL 8-9)</p><p>• Silver Age (a la Justice League) (PL 10-11)</p><p></p><p>1st edition worked just fine for all of those settings and Power Levels, and I was especially pleased at how well it worked at the lower end of the scale.</p><p></p><p>Right now I am playing in a PL 8 Iron Age game (based on the <em>Villians & Vigilantes</em> universe) and we have converted to 2e. Unfortunately the conversion has not been very smooth for us. In many ways it's the same problem as the conversion from D&D 3e to 3.5. Many little things have been changed about the system. It's basically the same, so you think you know how it works, but when you go to check a rule, you find that it's been changed in a subtle way.</p><p></p><p>What do I like about 2e?</p><p>• For the most part, they got rid of super stats, now you just buy your base stat up to whatever level you want.</p><p>• Making 4 skill points per power point official.</p><p>• Divorcing Attack and Defense levels from stats (Dex does not make you harder to hit).</p><p>• PL trade-offs.</p><p>• Flat caps on PL (you can no longer max out your power, stats and feats to go above the campaing PL limit).</p><p>• Fixing powers like Invisibilty and Insubstantial.</p><p></p><p>What I don't like about 2e!</p><p>• Damage is needlessly complex now. I much prefer the 1e way of handling it.</p><p>• I think I prefer the 1e way of buying powers, although I don't hate the 2e way.</p><p>• Feats are too cheap! I don't know why they didn't keep them at 2pts per Feat.</p><p>• The way Regeneration works is just odd, too expensive, and generally squirrelly.</p><p>• A number of character concepts were more straight forward in 1e, in 2e you need to jump through a few more hoops.</p><p></p><p>Our group is very tempted to sit down and make a 1.5 edition. We just need to find the time to do it.</p></blockquote><p></p>
[QUOTE="Laslo Tremaine, post: 2904211, member: 330"] I played a 1 long running campaign in 1e that covered a number of genres and Power Levels: • Pulp (PL 5-6) • Mystery Men (PL 7-8) • WWII Golden Age (PL 8-9) • Silver Age (a la Justice League) (PL 10-11) 1st edition worked just fine for all of those settings and Power Levels, and I was especially pleased at how well it worked at the lower end of the scale. Right now I am playing in a PL 8 Iron Age game (based on the [i]Villians & Vigilantes[/i] universe) and we have converted to 2e. Unfortunately the conversion has not been very smooth for us. In many ways it's the same problem as the conversion from D&D 3e to 3.5. Many little things have been changed about the system. It's basically the same, so you think you know how it works, but when you go to check a rule, you find that it's been changed in a subtle way. What do I like about 2e? • For the most part, they got rid of super stats, now you just buy your base stat up to whatever level you want. • Making 4 skill points per power point official. • Divorcing Attack and Defense levels from stats (Dex does not make you harder to hit). • PL trade-offs. • Flat caps on PL (you can no longer max out your power, stats and feats to go above the campaing PL limit). • Fixing powers like Invisibilty and Insubstantial. What I don't like about 2e! • Damage is needlessly complex now. I much prefer the 1e way of handling it. • I think I prefer the 1e way of buying powers, although I don't hate the 2e way. • Feats are too cheap! I don't know why they didn't keep them at 2pts per Feat. • The way Regeneration works is just odd, too expensive, and generally squirrelly. • A number of character concepts were more straight forward in 1e, in 2e you need to jump through a few more hoops. Our group is very tempted to sit down and make a 1.5 edition. We just need to find the time to do it. [/QUOTE]
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