mutants & masterminds newbie help

SpiderMonkey

Explorer
Hola all!

I just picked up M&M, and it looks great. I've also downloaded the errata, but I haven't looked at either very deeply yet. My question is this: have any of you M&M veterans discovered any pitfalls or problems with the system that a new GM should be aware of? Any insights would be welcome. Thanks all!

Game on!
 

log in or register to remove this ad

People taking one rank of Incorporeal seems to be something that needs to be avoided. I'm just starting a Pbp game so I'm looking forward to seeing if we hit any major problems.
 

The best place to get all your M&M questions answered:

www.mutantsandmasterminds.com

Go to the bulletin board link and ask away!

The Gimmick's Gadgets link will ensure you have the latest Errata and FAQ documents (both are important, the FAQ has a lot of questions answered in it).
 

Characters taking just one rank in certain powers is definitely a problem. Here's a few that I've noticed:

Incorporeal
Flight
Clinging
Invisibility
Telekinesis (not as much of a problem, because there's a good reason to continue taking ranks)
Telepathy (because of low DCs)

The way to address this problem is to pay attention to what powers your players take and know when to say no.
 

Neowolf said:
Characters taking just one rank in certain powers is definitely a problem. Here's a few that I've noticed:

Incorporeal
Flight
Clinging
Invisibility
Telekinesis (not as much of a problem, because there's a good reason to continue taking ranks)
Telepathy (because of low DCs)

There are workable fixes for a couple of them. For instance, say that Incorporeal can only pass through things with a hardness less than or equal to their rank. For purposes of avoiding damage, it will act like protection, reducing the damage done and if < 0, none taken.

Similarly for invisibility, have it provide a bonus to hide checks (+1 or +2 per rank) and allow them to hide even when no cover or concealment is available.

As to the original question, make sure your players understand how the saves work. They will need to pick up a couple of ranks of amazing save in all four of the saves- those are the equivalent of the base save bonus in D&D, and your characters at PL 10 are equivalent to 10th level, but I see a whole lot of characters whose fort and will saves are based solely on their con and wisdom scores. Obviously if they have a super-stat or protection or something, they're covered in that area.
 

isn't buying 1 rank in something like flight kinda silly unless your getting it for say levetate?

with a speed of 5 feet/rank your going nowhere quicks aren't you?

I'm just asking cause I'm new to the game and really not sure :)
 
Last edited:

True, one rank of flight doesn't help much for combat, but the slow speed certainly doesn't stop you from getting around the city that way. :p
 

Sure it does. Even full-out sprinting (if 20 feet per round can be called a sprint), it will take you a half hour to cover a mile. You'd be better off walking, or much better off hailing a cab.
 

Neowolf said:
Characters taking just one rank in certain powers is definitely a problem. Here's a few that I've noticed:

Incorporeal
Flight
Clinging
Invisibility
Telekinesis (not as much of a problem, because there's a good reason to continue taking ranks)
Telepathy (because of low DCs)

The way to address this problem is to pay attention to what powers your players take and know when to say no.

Another way to address the problem is to admit that the PC live in a comic book world. :) I know that might sound like "d'uh!" for a moment, but I have found that the more the players AND GM embrace the four-color world, the easier M&M gets, for example:

Incorporeal: In a comic book world, almost every villian has force fields that hamper Incorporeal as well as Super Intellegence to figure out a PC's weakness in Incorpreal (classic M&M newbie power player comment "You HAVE to pick a weakness for Incorpreal?). Even if a player picks Darkness as his weakness, you can have mystical villians come up who have Dark swords and the like.

Flight: With Teleportation, Super Speed and such, low levels of Flight end up being pretty tame in my game.

Clinging: What problems have you had with low-level Clinging? It seems that most levels of super strength can bring down any walls a man-spider happens to be stuck to.

Invisibility: Feats such as Blindsight, See Insvisible and even homemade feats such a Detect Thoughts pretty much make low levels of Invisiblity a poor investment.

Telekinesis:I haven't had many problems with TK, probably because most people who got it also had to buy extra because they wanted to do "death grip."

Telepathy: This is where being a Super Intellegent villian who does his homework in a comic book world pays off. "Ahh, I anticipate that do-gooder Mighty Mind will some how interfere with my plans. It is time I built or bought a telepathy resistant helmet, like Magneto has." Such villians also use blind contacts and drop off points to give their henchmen instructions on a need to know basis.

Now some powers like Explosion which at level 1 gives you Invisible AND Incopreal take a little more imagination, but it can be done.

And you don't always have to "go for the throat" on those who take only one level of something becuase they think they "busted the system." "Save-based" powers such as Suffocation, Stun and Dazzle can pretty give everyone a bad day across the board.

Don't forget there are also SFX based limitations and benefits. Make a Drain Bomb that is Extra: Area Effect, Flaw: Power Source Only (Mutation), if you have a mutant heavy game. And that comes to another tip you can use for any super hero game ...

Even though the two most widely known super groups (JLA and Avengers) showcase a group with a mixed bag of powers, most other super groups have some sort of theme (all teenagers, all mutants, all ex-cons, etc.) You know as a GM, it makes for an easier campaign if you have more adventure hooks, giving all the PC more common ground helps in this. How many times have the X-Men's biggest adventures focused on something that effected mutants world wide? A lot.

Heck, in M&M you have the prerogative to give the group an HQ so cut them a deal. Tell them if they can come up with a group concept you'll give them an HQ to go with it.
 


Remove ads

Top