overgeeked
Open-World Sandbox
Announced today, sort of. Can't wait to see what they're going to do.
If we assume the Valiant Adventures rules is a bit of a dry run (like DC Adventures was for m&m 3e back in the day) the big change seems to be a sort of quasi-advantage/disadvantage mechanic, which sits on top of m&ms usual system of modifiers. Can’t say I was a huge fan, it felt a bit awkward.I would need to see what sort of changes they're making. I don't want another 7th Sea second edition situation.
I’m honestly hoping they go much more rules light and abstract across the board. I doubt they will, but who knows. I just can’t go back to a dense and crunchy system at this point. Gimme something where I can write down “Green Lantern,” make a few picks, and be ready to play in 5-10 minutes instead of having a 2-3 hour paperwork and math homework session just to make a character.If we assume the Valiant Adventures rules is a bit of a dry run (like DC Adventures was for m&m 3e back in the day) the big change seems to be a sort of quasi-advantage/disadvantage mechanic, which sits on top of m&ms usual system of modifiers. Can’t say I was a huge fan, it felt a bit awkward.
There was also a subsystem to increase lethality, but I think that was a setting-specific change for Valiant, which is big into that sort of thing.
What I was really hoping for was a move away from the d20-legacy 5 foot squares to a more abstract range band system as used by games like FFG Star Wars, or Alien. Seems like a bit of a no-brainer when you have PCs with super speed and flight that can move hundreds of feet a round and make a mockery of grid-based movement systems. I don’t think Valiant looked like doing that though.
I never played M&M with minis anyway.If we assume the Valiant Adventures rules is a bit of a dry run (like DC Adventures was for m&m 3e back in the day) the big change seems to be a sort of quasi-advantage/disadvantage mechanic, which sits on top of m&ms usual system of modifiers. Can’t say I was a huge fan, it felt a bit awkward.
There was also a subsystem to increase lethality, but I think that was a setting-specific change for Valiant, which is big into that sort of thing.
What I was really hoping for was a move away from the d20-legacy 5 foot squares to a more abstract range band system as used by games like FFG Star Wars, or Alien. Seems like a bit of a no-brainer when you have PCs with super speed and flight that can move hundreds of feet a round and make a mockery of grid-based movement systems. I don’t think Valiant looked like doing that though.
I really, really hope they don't. Plenty of supers games do the rules light thing already. That's not M&M, and is in fact what I was thinking of when I said "7th Dea 2e situation". I suspect if they tried they would lose a good chunk of their existing base.I’m honestly hoping they go much more rules light and abstract across the board. I doubt they will, but who knows. I just can’t go back to a dense and crunchy system at this point. Gimme something where I can write down “Green Lantern,” make a few picks, and be ready to play in 5-10 minutes instead of having a 2-3 hour paperwork and math homework session just to make a character.