Personally I'm against switching M&M to hit points. The dramatic and sometimes surprising damage is part of what makes M&M feel comic booky (you swoop in and clock the villain, you don't whittle him away until he gets low on hit points).EditorBFG said:Just wanted to mention, the Mastermind's Manual has rules for converting M&M to hit points, which can be helpful.
If having the defender roll to resist damage feels too passive, you can switch it around and use the M&M Damage Roll. The odds are exactly the same, but the attacker rolls damage instead of the defender rolling to resist. It seems trivial but it really changes the feel of the game.