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Mutants & Masterminds 3rd Edition

I do find myself disatisfied with games like M&M, for my taste it doesn't go far enough in implementing the genre rules. The crunchy D&D3e style combat is good, tho still a million miles away from the way fights work in comics - highly mobile, rising to a crescendo, not decided by a debuff in round 1.

Comics and supers have such wonky rules anyway that I figure the best bet is to find a rules set that works for you and your groups' preferences and treat those rules as the "physics" of the setting. If a rules set says that a character who can run 10,000kph is only marginally "faster" than a high end kung fu master as far as combat is concerned, then so be it: in that universe, kung fu masters are just that awesome, or speedsters just aren't, whichever tickles your fancy. There are so many supers games on the market or OoP but easy to find that no one who likes the genre should ever wont for games (for players, well that's another story).

I am currently starting to put together a M&M 2E PbP campaign that is intended to be used as a backdrop universe to occassional game-day, mini-con and one shot table play and, using the Mastermind's Manual, I figured that combining "Players roll all the dice" and the "Cards instead of dice" rules would give me a solid, comic booky feel. Sometimes, Spiderman flubs it -- i.e. the player rolls low. But in the interest oif the "story", the card mechanic means that instead the player is burning a low card to clear his hand. That means it is intentional, thought out. I think that mnakes for a better emulation of the genre than random die rolls every swing.

The real hard part, IMO, is nailing down the supers sub-genre and general tone. Batman differs from Spiderman differs from Superman differs from Deadpool -- and they are all "super hero comics". Just telling your players you want to run "supers" is dangerous, as each of them could well have a very different definition in mind, from The Authority to Superfriends.
 

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The 'hard' part for the people converting from 2e to 3e MnM might be the conversion from d20 to true20 style gaming. I wonder how that will affect the Supers flavor of the game in 3e. :hmm:
 

The 'hard' part for the people converting from 2e to 3e MnM might be the conversion from d20 to true20 style gaming. I wonder how that will affect the Supers flavor of the game in 3e. :hmm:

Where did you get this from? M&M and True20 shared the same damage resolution from the beginning and many combat related feats. The only thing that was confirmed in that direction is the use of only ability mods instead of a score. No big deal.
 

Style thing, mostly... I picked up the True20 system a while back and the game had a pretty good pace to it. Since Reynard is talking style with the others, I wonder if the system change is going to factor into the tone/style/pace of the game itself.

I've been aware of the damage resolution bit for a while. My old groups hates it - sad to say.
 

I hope personally they don't include to much "style" into the core rules.

Running Iron Age, Hero High or Sword & Sorcery (Warriors & Warlocks) are all hero comic book styles, but very different. They should make genre specific rules optional and only implented in Genre books.
...
Like they did in 2nd edition.

Maybe this is the rules "difference" between DCU Core and M&M Core:
They implented the DC specific genre rules into the DC one.
 

The name of the game is MUTANTS and MASTERMINDS. That doesn't exactly sound setting or genre neutral. I would imagine that M&M 3e is going to typically support "normal" superhero activity. I mean, all attacks default to nonlethal, and even attacking at lethal, it can be pretty tough to finish someone off.
 


The name of the game is MUTANTS and MASTERMINDS. That doesn't exactly sound setting or genre neutral. I would imagine that M&M 3e is going to typically support "normal" superhero activity. I mean, all attacks default to nonlethal, and even attacking at lethal, it can be pretty tough to finish someone off.

I didn't said genre or setting neutral. The name of the game and the Freedom City setting are clerly Silver Age. Paragon is not. I was commenting this:

...

I do find myself disatisfied with games like M&M, for my taste it doesn't go far enough in implementing the genre rules. The crunchy D&D3e style combat is good, tho still a million miles away from the way fights work in comics - highly mobile, rising to a crescendo, not decided by a debuff in round 1.

like he did:

...

The real hard part, IMO, is nailing down the supers sub-genre and general tone. Batman differs from Spiderman differs from Superman differs from Deadpool -- and they are all "super hero comics". Just telling your players you want to run "supers" is dangerous, as each of them could well have a very different definition in mind, from The Authority to Superfriends.

In the end I don't want reduce the "genre" rules in M&M 2nd. I just want that they keep them broad enough to be useful for the whole genre, not just one age or setting.

Regarding "normal superhero activity": What is normal?

Current?
Combating heartripping zombies? (DC Blackest Night)
State approved villains hunting down heroes? (Marvel Dark Reign)

People who started loving comics in the iron age might have another idea about this then the ones who there were since the silver age (or before).
 

I am currently starting to put together a M&M 2E PbP campaign that is intended to be used as a backdrop universe to occassional game-day, mini-con and one shot table play and, using the Mastermind's Manual, I figured that combining "Players roll all the dice" and the "Cards instead of dice" rules would give me a solid, comic booky feel. Sometimes, Spiderman flubs it -- i.e. the player rolls low. But in the interest oif the "story", the card mechanic means that instead the player is burning a low card to clear his hand. That means it is intentional, thought out. I think that mnakes for a better emulation of the genre than random die rolls every swing.

I ran a fairly sucessful campaign using the cards option, and I really think that it did help out with the pacing and story. However, I did have one player who always played his 20 on the first round of combat, even though everyone at the table (except him?) knew that I wasn't going to let him one punch the villains like that.

Make sure not to let the players make pointless skill checks just to clear their hands. Every card should be important to the story.
 


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