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Mutants & Masterminds
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<blockquote data-quote="CFP" data-source="post: 2010005" data-attributes="member: 6410"><p>Mutants and Masterminds</p><p></p><p>There have already been several reviews written from the point of view of a first reading and/or overview of this book, so I'm going skip over the usual analysis and write from the standpoint of someone who has used this product for about a month.</p><p></p><p></p><p>Character Creation</p><p></p><p>M&M's point based character creation system is relatively simple, but quite comprehensive. There is an exhaustive list of well thought out powers and rules for creating your own (though this is rarely needed.)</p><p></p><p>For a lot of people (myself included) a Super-Hero RPG has to do one thing: Enable them to recreate their favorite comic book character as a playable hero in the game. I have to say that this is one area where Mutants & Masterminds really excels. I have yet to discover a character that cannot be created using the M&M system. </p><p></p><p></p><p>Flexibility/Usability</p><p></p><p>As an experienced GM, one of the greatest things I've found about the M&M system is that it is insanely easy to tinker with. In fact there are several sidebars in the book containing great suggestions on alternate ways that various rules and concepts can be applied. Want to play a more 'mundane' game? Simply decrease the cost of skills and limit 'Powers' to 1/2 the Power Level of the character. Want a more gritty-realistic game? Here's an easy way to add penalties for injuries.</p><p></p><p>There is also a LOT of ideas contained within M&M for those who want a flexible, simple, fast system that can be converted to many different styles of play. </p><p></p><p></p><p>Ease of Play</p><p></p><p>M&M plays FAST! There have been several alterations from normal d20 system rules that really speeds up play, combat in particular. In fact M&M is more of a truly 'd20' game since that is the only dice you need to play. Damage is a fixed quality (though a highly modifiable one) and is opposed by a 'Damage Save' made by the person being struck.</p><p></p><p></p><p>Conclusion</p><p></p><p>Mutants and Masterminds is a thorourly enjoyable game, a pleasure to both GM and play.</p></blockquote><p></p>
[QUOTE="CFP, post: 2010005, member: 6410"] Mutants and Masterminds There have already been several reviews written from the point of view of a first reading and/or overview of this book, so I'm going skip over the usual analysis and write from the standpoint of someone who has used this product for about a month. Character Creation M&M's point based character creation system is relatively simple, but quite comprehensive. There is an exhaustive list of well thought out powers and rules for creating your own (though this is rarely needed.) For a lot of people (myself included) a Super-Hero RPG has to do one thing: Enable them to recreate their favorite comic book character as a playable hero in the game. I have to say that this is one area where Mutants & Masterminds really excels. I have yet to discover a character that cannot be created using the M&M system. Flexibility/Usability As an experienced GM, one of the greatest things I've found about the M&M system is that it is insanely easy to tinker with. In fact there are several sidebars in the book containing great suggestions on alternate ways that various rules and concepts can be applied. Want to play a more 'mundane' game? Simply decrease the cost of skills and limit 'Powers' to 1/2 the Power Level of the character. Want a more gritty-realistic game? Here's an easy way to add penalties for injuries. There is also a LOT of ideas contained within M&M for those who want a flexible, simple, fast system that can be converted to many different styles of play. Ease of Play M&M plays FAST! There have been several alterations from normal d20 system rules that really speeds up play, combat in particular. In fact M&M is more of a truly 'd20' game since that is the only dice you need to play. Damage is a fixed quality (though a highly modifiable one) and is opposed by a 'Damage Save' made by the person being struck. Conclusion Mutants and Masterminds is a thorourly enjoyable game, a pleasure to both GM and play. [/QUOTE]
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