Aus_Snow said:Mutants & Masterminds allows you to run, well. . . anything. And without having to try to squeeze characters into classes, class combinations, and so on. How many times do PCs or NPCs simply not work as a such-and-such class or mix? Yeah - been there. Also, you set the power level where you want it, and that's where it stays, unless you particularly want it to move, when appropriate. None of that 'levelling up' business. Oh, and no HPs.
You can also draw upon lots of d20 material, with ease, as feats & skills, saves and so on are still there.
Uh, anyway. It's a thoroughly playable and enjoyable, brilliant, 'any-genre' toolkit game, masquerading as a superhero RPG.*
I'd strongly recommend the second edition.
The folks at atomicthinktank.com are also very helpful, whether you're discussing crunch or fluff.
I agree that M&M is a great system. It seems to avoid a lot of the pitfalls that 3e fell into--such as bestowing lots of iterative attacks on each character--and one big pitfall that 4e has every indicator of falling into--trying to factor an ability score of the player's choice into everything.
Having said that, M&M very much requires a GM to have a firm hand when it comes to saying "no", because many powerful abilities are cheaply-priced (in terms of the points you're alloted to build your character), and that's even relative to the high-power nature of comics. Even at the default power level 10 campaign, you can build a psionicist or mystic that outstrips Professor X or Dr. Strange. Some see that as a bug, other a feature.
The Atomic Think Tank crowd are an erudite bunch that can be useful for gaining an understanding of the rules and crunching numbers. However, they're not very receptive of discussing ways to tinker with the system because they're so ensconced with the notion of it being perfect just the way it is (and using player/GM social contracts to resolve every rules issue).