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<blockquote data-quote="Pramas" data-source="post: 355425" data-attributes="member: 995"><p><strong>Mutants & Masterminds</strong></p><p></p><p></p><p></p><p>You will like the way we do levels in Mutants & Masterminds. Power level controls your maximums in things like attack bonus and the like. However, your experience points are power points and it takes 15 power points to go up a level. Now you can spend those power points as soon as you get them, if there are new powers or add ons that you want immediately. If you want to bump up your attack bonus, defense, or powers that are already maxed out though, you'll need to save a few points so that when you hit the next level you can buy them up to your new maximum. </p><p></p><p>So basically, power levels in M&M are a control device, but you have a lot of flexibility in when and how you spend your power points.</p><p></p><p></p><p></p><p>Our design goal with Mutants & Masterminds was to make a great d20 supers game. We started with the d20 core rules and tried to optimize them for superhero play. When we had to choose between being 100% compatible with D&D or doing what would make a better supers game, we chose the latter. That said, we also tried to provide options. For instance, we provide alternate rules for using hit points instead of the Damage Check mechanic and indeed some of our playtest groups preferred hit points and ran all their playtest under that system.</p></blockquote><p></p>
[QUOTE="Pramas, post: 355425, member: 995"] [b]Mutants & Masterminds[/b] You will like the way we do levels in Mutants & Masterminds. Power level controls your maximums in things like attack bonus and the like. However, your experience points are power points and it takes 15 power points to go up a level. Now you can spend those power points as soon as you get them, if there are new powers or add ons that you want immediately. If you want to bump up your attack bonus, defense, or powers that are already maxed out though, you'll need to save a few points so that when you hit the next level you can buy them up to your new maximum. So basically, power levels in M&M are a control device, but you have a lot of flexibility in when and how you spend your power points. Our design goal with Mutants & Masterminds was to make a great d20 supers game. We started with the d20 core rules and tried to optimize them for superhero play. When we had to choose between being 100% compatible with D&D or doing what would make a better supers game, we chose the latter. That said, we also tried to provide options. For instance, we provide alternate rules for using hit points instead of the Damage Check mechanic and indeed some of our playtest groups preferred hit points and ran all their playtest under that system. [/QUOTE]
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