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<blockquote data-quote="Valiantheart" data-source="post: 1820017" data-attributes="member: 10165"><p>I have read many Super books and I think M&M is by far the best. That said though, M&M does have its own flaws.</p><p></p><p>1) Attacks are still influenced by Strength and Dexterity scores. This creates a problem in that a Brick with a range attack will never use it. Why should they when their melee attacks are so much more accurate than any range attack they use.</p><p></p><p>The other common problem is that a PL 10 Brick hits 50% harder than a PL 10 blaster because they get to add their base strength score to thier melee attacks. Some argue that the blasters range is advantage enough but you would soon disagree when the brick picks up a bus to throw an area attack at you...with a +5 point damage bonus.</p><p></p><p>Solution:</p><p>Make BAB and feats the only determining factor in To-Hit rolls. Melee damage should be separated from strength scores or Super Strength should be an entirely different mechanic from strength.</p><p></p><p>2) The default 1:1 skill ratio is a major problem in M&M IMO but I dont want to go into that again.</p><p></p><p>Solution:</p><p>Use a 1:2 or 1:3 ratio. Modify a couple of the skill focus/talented feats to allow rerolls instead of skill bonuses.</p><p></p><p>3) Not all devices are created equal but M&M treats them like they are. You get the same cost cutting effect wearing a suit of armor than can only be blasted off of you as a character who carries a gun that could be: disarmed, dropped when stunned, taken and used on you, or destroyed.</p><p></p><p>Solution:</p><p>Use different levels of devices to determine the players cost break. The more effects that can happen to the device the more of a price break i.e the gun in the above example would give a much larger price break than a suit of armor than can only be destroyed.</p><p></p><p>4) The sidekick rule is just broken. For 2pp you can have an additional character worth as much as 135 pp.</p><p></p><p>Solution:</p><p>Dont use it.</p><p></p><p>5) Multiple attacks is a major flaw of the combat system and the refuge of all power gamers. Who wouldnt want to spend 2pp to essentially double their combat effectiveness.</p><p></p><p>While useful in a system that allows multiple attacks based on BAB/Class level, in the M&M system where you are supposed to only get one attack it is extremely overpowered.</p><p></p><p>Solution:</p><p>Either outlaw them all together or change them to allow for multiple hits if you beat your opponents Defense by 5, 10, 15 points (for 1-3 additional hits as an example).</p><p></p><p>6) Power Level Limits are too limiting. M&M has a default power limit that the maximum ranks in your power cannot exceed your power levels. The problem with this rule is lots of comic characters tend to have only 1 or 2 powers which are very strong and other than that they are normal. </p><p></p><p>For instance, by the rules you cannot make someone like Cyclops who has an Energy Blast of +14 unless he is also Power Level 14 despite the fact that Cyclops isnt particulary skilled nor does he have any other power than his optic blast.</p><p></p><p>More annoying is despite the Power Ranks being the default rules character write ups in published material commonly break that rules and mooks in the books are assumed to break it.</p><p></p><p>The rules tend to loosely encourage characters with multiple powers over one trick wonder types.</p><p></p><p>Solution:</p><p>Dont use it. Leave limitations the domain of the GM only and design characters freely as the system was originally intended.</p><p></p><p>7) Base cost is added to most but not all powers. M&M power design is the best I have seen, that said it does have a major problem. Some powers have a base cost of +1. The base cost only effects the FIRST power purchased in a set of powers however it creates some design problems and some degree of confusion when building powers.</p><p></p><p>Solution:</p><p>Base cost needs to go. Powers should cost the same amount regardless of how they are purchased.</p></blockquote><p></p>
[QUOTE="Valiantheart, post: 1820017, member: 10165"] I have read many Super books and I think M&M is by far the best. That said though, M&M does have its own flaws. 1) Attacks are still influenced by Strength and Dexterity scores. This creates a problem in that a Brick with a range attack will never use it. Why should they when their melee attacks are so much more accurate than any range attack they use. The other common problem is that a PL 10 Brick hits 50% harder than a PL 10 blaster because they get to add their base strength score to thier melee attacks. Some argue that the blasters range is advantage enough but you would soon disagree when the brick picks up a bus to throw an area attack at you...with a +5 point damage bonus. Solution: Make BAB and feats the only determining factor in To-Hit rolls. Melee damage should be separated from strength scores or Super Strength should be an entirely different mechanic from strength. 2) The default 1:1 skill ratio is a major problem in M&M IMO but I dont want to go into that again. Solution: Use a 1:2 or 1:3 ratio. Modify a couple of the skill focus/talented feats to allow rerolls instead of skill bonuses. 3) Not all devices are created equal but M&M treats them like they are. You get the same cost cutting effect wearing a suit of armor than can only be blasted off of you as a character who carries a gun that could be: disarmed, dropped when stunned, taken and used on you, or destroyed. Solution: Use different levels of devices to determine the players cost break. The more effects that can happen to the device the more of a price break i.e the gun in the above example would give a much larger price break than a suit of armor than can only be destroyed. 4) The sidekick rule is just broken. For 2pp you can have an additional character worth as much as 135 pp. Solution: Dont use it. 5) Multiple attacks is a major flaw of the combat system and the refuge of all power gamers. Who wouldnt want to spend 2pp to essentially double their combat effectiveness. While useful in a system that allows multiple attacks based on BAB/Class level, in the M&M system where you are supposed to only get one attack it is extremely overpowered. Solution: Either outlaw them all together or change them to allow for multiple hits if you beat your opponents Defense by 5, 10, 15 points (for 1-3 additional hits as an example). 6) Power Level Limits are too limiting. M&M has a default power limit that the maximum ranks in your power cannot exceed your power levels. The problem with this rule is lots of comic characters tend to have only 1 or 2 powers which are very strong and other than that they are normal. For instance, by the rules you cannot make someone like Cyclops who has an Energy Blast of +14 unless he is also Power Level 14 despite the fact that Cyclops isnt particulary skilled nor does he have any other power than his optic blast. More annoying is despite the Power Ranks being the default rules character write ups in published material commonly break that rules and mooks in the books are assumed to break it. The rules tend to loosely encourage characters with multiple powers over one trick wonder types. Solution: Dont use it. Leave limitations the domain of the GM only and design characters freely as the system was originally intended. 7) Base cost is added to most but not all powers. M&M power design is the best I have seen, that said it does have a major problem. Some powers have a base cost of +1. The base cost only effects the FIRST power purchased in a set of powers however it creates some design problems and some degree of confusion when building powers. Solution: Base cost needs to go. Powers should cost the same amount regardless of how they are purchased. [/QUOTE]
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