Mutants and Masterminds Second Edition

Well, you can pretty easily use a 1e character in 2e without redoing his skills, if you're willing to just accept* that the character's 1e point total won't be the same as his 2e point total. Ought to work fine for most mooks & the like.

*(You also need accept that some skills have changed or been combined, so that the character's Spot +4 and Listen +5 are now combined into one Notice +5 [or +4] skill.)

The "Dex & Str don't add to attack or defense bonuses" is probably a trickier change to deal with, IMO.

As for the 4:1 point cost -- that was the ratio we've been using the whole time. I tried to duplicate a fairly average human War1 D&D as a PL1 M&M character, and using 4:1 for skills got me an exact duplicate. So, for my group, this is "no change".
 

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coyote6 said:
Well, you can pretty easily use a 1e character in 2e without redoing his skills, if you're willing to just accept* that the character's 1e point total won't be the same as his 2e point total. Ought to work fine for most mooks & the like.

Personally I think that’s a shoddy way to handle things…

The "Dex & Str don't add to attack or defense bonuses" is probably a trickier change to deal with, IMO.[/quote]

Aye as well as Super abilities but the simple fact is that every villain just got weaker. (Not that I really mind but they sure aren't the challenge that they where meant to be.)
 

As an MnM newbie, I'm happy with changing the powers as 'extras' rule, since I was having difficulty getting to grips with what was actually going on there. Hopefully there will be a clear method for purchasing a group of related powers when it comes out.

Changing 'super feats' to being a kind of power rather than a kind of feat will make sense to me too.

I'm not sure that I like the idea of rolling super attributes into the standard attributes. If anything I think I'd prefer to perhaps just ignore standard attributes and ONLY use super attributes - effectively only being concerned with the modifier. Easier maths, easier to say 'oh, he is four times stronger than that other guy'.

I'm not sure that I got the implication of what the change to 'extra effort' was, it would be a shame to see it reduced from the huge level of flexibility that it has at the moment.

Cheers
 

The flexibility of extra effort has not decreased, if anything, it has increased, as future design journals will hopefully make clear.
 

A few replies from Steve K. over on another thread

Henry said:
So does this mean that power stunts are just renamed, or does this mean that they are now powers costing 1 point per rank?
SK: "They're essentially power stunts re-named. More detail in a future design journal."

Why not just say "add +10 to your roll by spending a hero point, max of 20?" It would seem to have almost the same effect, minus the extra dice complexity.
SK: "Because re-rolling for a better result has more of a "second chance" feel to it, creates a bit more tension, and is somewhat less predictable than "I rolled X, and I know I can add +10 to it, so..."
 
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I'm going to take a 'wait and see' attitude, and see what future SV installments bring. Some of the changes I liked, but some seem to rub me the wrong way just from the limited info I've seen. Steve's done a lot to dispel that feeling but... I'm just going to wait and see.
 

Brother Shatterstone said:
Maybe its just me but these two powers where fixed in the errata. (At least I think that Invisibility got the Inoperability rule in that to use another power in conjunction to it you had to have them at equal ranks.)

I havn't seen any errata for Invisibility yet (just checked the errata file again), and I really don't like that the power rank is basically irrelevant except for other powers (with invisibility it only has any effect within 5 ft. otherwise it's the same whether you have 1 rank or 20 ranks). Also there is no option for perfect invisibility, yet that is about the most common form of invisibility encountered in the super-hero genre.

Bye
Thanee
 

WayneLigon said:
I'm going to take a 'wait and see' attitude, and see what future SV installments bring.
Patience and an open mind are really all once can ask for at this point in the process. There are many more design journals to come before M&M 2e is released, and even they only provide a basic introduction to the entire 256-page book. More will become clear as time goes on.
 

Thanee said:
Also there is no option for perfect invisibility, yet that is about the most common form of invisibility encountered in the super-hero genre.

It’s in the description and it’s either an extra or a power stunt but it allows for you to become invisibility to other things. (I believe it’s an extra cause it seemed like it cost way too much)

And yeah a messily 2 PPs and someone can always see you is rather cheap in my opinion also. :)
 

Kenson said:
The flexibility of extra effort has not decreased, if anything, it has increased, as future design journals will hopefully make clear.

Splendid news, thanks for the clarification Steve.

Cheers
 

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