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Mutants & Masterminds 3rd Edition

You know, the card mechanic is really like TSR's SAGA system. They used it for Dragonlance and their Marvel RPG.

I love SAGA for supers. I wish they would have come out with a generic deck to be used with homebrewed settings, as i don't much care for Marvel. But i'll definitely be mining Marvel SAGA for ideas to include.

Aside: I didn't much care for SAGA for DL, but I would have adored it for Star Wars. In fact, when "Star Wars Saga Edition" was announced, I thought they meant "SAGA Edition" and damn near did a cartwheel..
 

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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.

I wasn't imagining giving the players a full 1-20 range so much as drawing hands of 5 or so cards from a common deck.
 

I wasn't imagining giving the players a full 1-20 range so much as drawing hands of 5 or so cards from a common deck.

Sorry - that's not what I meant. The players had 5-card hands like you'd give them... but over the span of the campaign, he got quite a few 20s, which he always used immediately, rather than waiting for a dramatically appropriate time.

I'd suggest pulling the face cards from two decks, leaving you with 80 cards to play with.
 

I know that every design really wants to be itself, but I would be just a little disappointed if it moves too far from its d20 roots. I mean, there are already plenty of other supers games out there. The d20 "family features" help with conversions and familiarizing players and so forth.
 

... 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.

For all who like to use M&M for a broad style of games, good news in this post by one of it's writers:

The Atomic Think Tank • View topic - Concerns regarding M&M 3rd edition

At its base, M&M3 is a leaner, more efficient means to do all things we love about Part Deux. There's also an added degree of flexibility--the updated system seems even more capable of handling other genres and styles.
 

Welp.... this explains the problems I have had in getting certain books.



I just started the game. have not even officially run a game even.... just campaign notes and the creation of characters.


Buggers.
 



As it seems they will give only 1 diary a week, I think I can give m 2 cents about the only one we got so far:

There will be 4 books

1 Core (14 heroes & villains (total 28) included).

2 Character Books (A-K the first... will have to wait longer for Metamorpho, but this is fine, as I think J'onn (Martian Manhunter) is in the core book)

1 Setting (includes past, future, and dimensions)



What are your hopes for the first 14 heroes / villains?


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The diary was a bit weak on the mechanics side, but this was confirmed elsewhere on the Atomic Think Tank:

Use only Ability mods (like True 20).
Will still use one d20 for task resolution.
Have done something to feats.
 

What are your hopes for the first 14 heroes / villains?

There are fourteen heroes shown on the cover that's already been posted - it'd be hard to imagine that this isn't also the list of the ones included in the book.

As for villains, that's a harder question. Some are obvious - when in doubt, pick the archnemesis (Lex Luthor, Joker, Sinestro). But if they try and include a matching villian for every hero in the book, you'll have some really odd inclusions... who do you pick for Plastic-Man or Hawkwoman?
 
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