takyris said:A couple of questions, ideally for people who've played it:
- I've heard/read that power creation is difficult/confusing/poorly worded. Agree, disagree? Would it be fair to compare it to, say, 3.0 D&D's discussion of AoOs?
Hmm, this is hard to answer. High cost powers or powers that do many things are constructed using a "building block" type of power construction of lesser effects. To be honest, it took me a little while to wrap my mind around it, but once I "got" it I wonder why it gave me so much trouble. Must be too many years of HERO system. On the otherhand, I understood AoO's in 3.x with no trouble at all. It's all subjective. There is a great forum provided by Green Ronin to ask questions in if you get confused, but like all forums, take what you hear as opinions.
takyris said:- Should I buy now (or, say, around Christmas) or wait for another printing with errata fixed? Is another printing coming up?
This question comes up often on the forum. To my knowledge, the first printing has not sold out yet, so there are no current plans/date for a second printing. I would assume that current errata would be added into that printing when it happens.
takyris said:- How do they handle ordinaries (vaguely, without giving me specifics), nonheroic ordinary folks? Do they just have low-power builds?
Powers have a Source in MnM. One of the Source choices is Training, so your Batman-type character should be able to be as effective as your Superman-type. Alternatively, the GM can decide to limit how many levels of power might be bought with the Training Source if he wanted (but that isn't in the rules, it's a house rule that some use). If you're taking about Normals (in Champion-speak) like standard Police, Thugs, etc - then they have lower power builds (PL3 vs. a PL10 hero). But, NPC Minions do not have to follow the PL restriction of power limits, meaning a PL3 police office could carry a +7L rifle. Normally damage ranks of powers are limited to your PL.
takyris said:Is combat fast?
Depending on what you fight, yes it can be very fast. Bunch of Minions? Wade throught them like wheat. Opposing multi-member supervillain team? Might take longer with a bunch of players. I find it's faster than D&D combat. This is also one of the reasons I chose to run MnM over Deeds Not Words, a DNW character looks like an Epic Level D&D character. Knowing that, can you image what combat in that system must be like? I'd rather use HERO at that point.
takyris said:Can you do combat without minis?
I use minis, it's just something I've always done. I have heard on the MnM boards of people running it without minis and they seem to have no problem with it. MnM combat does not have AoO's, so that make not using minis easier.
takyris said:Is combat fun and inventive? I mean, D&D combat is fun, but highly tactical, and it's increasingly tough (though not impossible) to handle sans miniatures. And at high levels, D&D combat is almost never fast, unless your team has been planning for an entire week in order to destroy the balor they met right at your cliffhanger ending in less than three rounds of combat.
My group came off 3.0 D&D (two years of slogging through RttToEE) run my yours truly. After that I needed a D&D break, so I picked MnM to run. I see more fun and animation from my players in MnM than in D&D, and I'm having a blast DM'ing it. In comic book tradition, power gains are much slower than D&D's level advancement.
Note though, it may still be possible to "one puch" someone in MnM, or have a superhero with a power that totally wipes the floor with one of the bad guys. However, MnM includes Hero Point/Villain Points that can be used to re-roll, up defense, etc., so you can make the beginning of the fight last longer if your dice fail you.
takyris said:- Thanks!
Hope the above helps, I recommend MnM as one of the best SH systems I've seen (and I've been a Champions player since about 1982 or so). Fast, fairly simple and very enjoyable.
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