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<blockquote data-quote="Funksaw" data-source="post: 1597833" data-attributes="member: 20181"><p>1) Mutants and Masterminds works well for high power levels - I'm a little bit worried that it doesn't work for *low* power levels because of it's d20 system core, which tends to rely more on luck than on ability for success. </p><p></p><p>I *highly* suggest that if you want to run a more grim and gritty game, watchmen-esque, that you lower the points but allow the 3skill ranks/1point optional rule - otherwise you'll end up with not grit, but slapshtick. </p><p></p><p>2) I actually find M&M character creation to be moderately speedy - about the same as GURPS, honestly... Now, GURPS is more <em>complex</em> but I don't think it's more speedy - the two main problems I have are that A) Alot of the system has to do with derived - not bought - attributes, like saves and defense, to which alot of factors can come into play. And B) Synergy bonuses seem like a good idea, but they make sure you read the description on every skill every time you make a character (unlike most games, where buying one skill doesn't really affect others) </p><p></p><p>To speed things up, I suggest houseruling away synergy bonuses. You can more than make up for it by giving characters a free skill rank per power level. </p><p></p><p>I highly suggest the Devil's Workshop "Power Corrupted" PDF on RPGnow if you're interested in more varied powers. Mutants and Masterminds really set out to do one thing well and succeeded, but I'm afraid it's going to have to be up to the Superlink products to expand that.</p></blockquote><p></p>
[QUOTE="Funksaw, post: 1597833, member: 20181"] 1) Mutants and Masterminds works well for high power levels - I'm a little bit worried that it doesn't work for *low* power levels because of it's d20 system core, which tends to rely more on luck than on ability for success. I *highly* suggest that if you want to run a more grim and gritty game, watchmen-esque, that you lower the points but allow the 3skill ranks/1point optional rule - otherwise you'll end up with not grit, but slapshtick. 2) I actually find M&M character creation to be moderately speedy - about the same as GURPS, honestly... Now, GURPS is more [i]complex[/i] but I don't think it's more speedy - the two main problems I have are that A) Alot of the system has to do with derived - not bought - attributes, like saves and defense, to which alot of factors can come into play. And B) Synergy bonuses seem like a good idea, but they make sure you read the description on every skill every time you make a character (unlike most games, where buying one skill doesn't really affect others) To speed things up, I suggest houseruling away synergy bonuses. You can more than make up for it by giving characters a free skill rank per power level. I highly suggest the Devil's Workshop "Power Corrupted" PDF on RPGnow if you're interested in more varied powers. Mutants and Masterminds really set out to do one thing well and succeeded, but I'm afraid it's going to have to be up to the Superlink products to expand that. [/QUOTE]
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