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Mutants & Masterminds

Ben Robbins

First Post
EditorBFG said:
Just wanted to mention, the Mastermind's Manual has rules for converting M&M to hit points, which can be helpful.
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).

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.
 

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Kurashu

First Post
Well, this appears to be the system we'd want to get. This getting moved straight to the top of the wishlist.

Between this and Exalted, it looks like we might have a D&D free summer. >_>
 

Wrathamon

Adventurer
DO not use the Hp rules... We tried that and it blew.

It takes a bit of getting use to if you are use to HPs but once you get past that you will start to appreciate it.
 

takyris

First Post
Kurashu said:
Well, this appears to be the system we'd want to get. This getting moved straight to the top of the wishlist.

Between this and Exalted, it looks like we might have a D&D free summer. >_>

Good luck! If you run into issues (and there are several to run into -- a lot of room for interpretations and some different philosophies to get your mind wrapped around), this site is obviously very good, and the Atomic Think Tank is a wonderful source of information.
 

takyris said:
Good luck! If you run into issues (and there are several to run into -- a lot of room for interpretations and some different philosophies to get your mind wrapped around), this site is obviously very good, and the Atomic Think Tank is a wonderful source of information.
I'd say check the Atomic Think Tank, especially the Official Rules Questions threads, if you get stuck.

A fair number of questions, ranging from the esoteric to the blatantly obvious, have likely already been posted and answered by Steve Kenson himself.

It's one thing to get official answers from a game company. It's quite another when the author and creator is the one answering your questions. Just don't expect an immediate turn-around time from the man. After all, he does have various fiendish master plans that need tending too...
 

smparadox

First Post
I'll add my voice to the chorus. Mutants & Masterminds, especially the second edition, is the second best superhero game I have ever come across. (The first being, of course, Truth & Justice from Atomic Sock Monkey.) M&M does indeed have the flexibility of Champions, heck, I'd even go so far as to say that it provides more flexibility than Champions, without the major number-slogging that Champions requires. It is one of the few supers systems that allows speedsters to move faster than sound (something virtually every system makes impossible for some reason) - it is one of the few systems to not only allow improvisational uses of your powers, but to have real rules and to actually encourage it! Only T&J does a better job of simulating the action of the comics.That makes M&M well worth trying.
 


jonrog1

First Post
You know, as good as the Mastermind's Manual is, I wouldn't mind seeing a thread/wiki working out ways to adapt the system to non-supers gaming. Is there one kicking around, or should I fire it up?
 

Ranger REG

Explorer
jonrog1 said:
You know, as good as the Mastermind's Manual is, I wouldn't mind seeing a thread/wiki working out ways to adapt the system to non-supers gaming. Is there one kicking around, or should I fire it up?
I thought they did a secret agent sourcebook?
 

EditorBFG

First Post
Ranger REG said:
I thought they did a secret agent sourcebook?
Yeah, but that was more for lower-powered characters within a superhero setting, not really a genre book or a reapplication of the rules like jonrog is talking about.

If such alternate rules were compiled somewhere, that would be really cool. I just did a rework on space travel, based on a little OGC from the McGuffin's books and my own campaign, and I would be happy to put that up.
 

EditorBFG said:
Yeah, but that was more for lower-powered characters within a superhero setting, not really a genre book or a reapplication of the rules like jonrog is talking about.
Strange, but from my reading of that same book, there was plenty of material and suggestions for running a spy-genre campaign using the M&M system.

Unless you're talking background fluff instead of mechanics crunch.
 

Krolik

First Post
jonrog1 said:
You know, as good as the Mastermind's Manual is, I wouldn't mind seeing a thread/wiki working out ways to adapt the system to non-supers gaming. Is there one kicking around, or should I fire it up?
There's several thread in the M&M forum were people discuss how they're using M&M for various types of fantasy, as well as Star Wars and Star Trek scifi. Agents of Freedom can cover a great deal of the Modern/Secret Agent/Super-Agent genre.

I personally don't want to see anything official done with it myself. It seems like the company's already pushing itself thin and I don't want it to follow Hero Games' path of putting out 10 Hero books last year and only 1 of them was for their superhero genre because they're trying to support too many genres with their system.
 

Krolik

First Post
Donovan Morningfire said:
Strange, but from my reading of that same book, there was plenty of material and suggestions for running a spy-genre campaign using the M&M system.

Unless you're talking background fluff instead of mechanics crunch.
I'm with you. AoF seemed to cover everything rules-wise need to play SWAT, James Bond, and SHIELD types of games within the Modern genre.
 

Dannyalcatraz

Schmoderator
Staff member
Personally, my favorite game system of all time is HERO, D20 my second.

Mutants & Masterminds is my third favorite.

It has 95% of the flexibility of HERO with perhaps 60% of the complexity, with the additional advantage that it will feel fairly familiar to someone used to D20, so the learning curve will be relatively easy.
 

jonrog1

First Post
Donovan Morningfire said:
Strange, but from my reading of that same book, there was plenty of material and suggestions for running a spy-genre campaign using the M&M system.

Unless you're talking background fluff instead of mechanics crunch.

No, actually, mechanics crunch, to a great degree. Some sort of coherent wealth system/equipment points work, better tweaks to some of the rules (like the Strike/Str stacking issue) for PL's, that sort of thing. Converting class ability-like effects to powers, etc. etc. Although I've come up with some nice stuff, seeing the much smarter input by more experienced gamers wouldn't hurt.

I'll check out the M&M forums -- they tend to be so supers-oriented I have a hrd time finding alternative applications, but the SETTINGS thread may be where to go.
 

Ranger REG

Explorer
Krolik said:
I personally don't want to see anything official done with it myself. It seems like the company's already pushing itself thin and I don't want it to follow Hero Games' path of putting out 10 Hero books last year and only 1 of them was for their superhero genre because they're trying to support too many genres with their system.
You say that like it's a bad thing.

I like to see boatloads of books for MnM and d20 Modern as there are for GURPS and HERO.
 


jezter6

First Post
Ranger REG said:
You say that like it's a bad thing.

I like to see boatloads of books for MnM and d20 Modern as there are for GURPS and HERO.

I love MnM too, but I'd rather see more of these 'genre' type books in True20 than pollute the pool of awesome MnM stuff, and I don't want anything to detract from what is already one of the best Supers systems ever.
 

danzig138

Explorer
Eh.

That's my opinion of it. Working from the first edition. I have no idea how the second edition is different, but, after seeing all the glowing praise for M&M, we picked it up and gave it a shot (several shots). I can't articulate why we didn't like it, but it didn't work for us. I know some of that was the damage save mechanic. No one in the group liked that.

If you can find it cheap and have the extra cash, I recommend picking it up simply because it does seem to work really well for a lot of people - I think me and mine are an oddity.
 

Krolik

First Post
Ranger REG said:
You say that like it's a bad thing.

I like to see boatloads of books for MnM and d20 Modern as there are for GURPS and HERO.
I have no problems with books, but M&M's a superhero game and I want the books to be about the superhero genre. If Green Ronin can only do 10 books a year I don't want 9 of them to be about fantasy and scifi and modern genres. Agents of Freedom is as far away from the superhero norm as I'd want to see M&M go. True20 is Green Ronin's 'universal' line and I'd prefer they keep it that way.
 

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