What do you not like about M&M?

In a future version, I would love to see skills based off of d20 Modern instead of D&D 3.0. Really, that's about it.

Ditto Steve on the Protection issue. My players made it abundantly clear that sending a bad guy of equal PL with Protection 10 and without a fantastic Con score or Toughness wasn't actually that big a fight. He swings a few times, rolls badly a few times over five rounds, and then gets into "Stunned, Stunned, Unconscious" territory.

Oh, one other note, although it's more a balance issue in games than, I think, an inherent flaw. Super-Speed creates very frustrating characters in some ways. They either out-do just about everyone else in the party, or they get popped like a balloon because of a speedster-specific trap -- an area-effect Fort-save-based attack or something that the speedster's character knows was put in there specifically to take him out of the fight. I figure that as I play more, I'll get better at making the speed-bumps a bit more subtle, but right now, either the speedster runs the show, or the speedster's player glares at me from the sidelines making offhand remarks about me trying to kill her PC.

Other things I'd like to see, although I wouldn't say that they were complaints, specifically:

1) Every GM needs to give his players a sheet telling them what is normal, what is good, what is great, and what is bad in that specific game. I've got some players who think that they need a +10 BAB on every character, and some players who think "Oh, my background didn't specify combat training, so I'll just give him a +3." By the same token, some players max out their Strength before taking Super-Strength, and others say, "Well, he's only strong because of the radiation, so I'll give him a 13 Strength." If you have both players in the same group, the guys who took their guy to +10 BAB and 20 Strength walk all over the other guys. Especially for players coming over from D&D, the ease and up-front nature of minmaxing makes it tough not to do, but that's not always the game the GM wants.

2) An included combat strategy guide with helpful suggestions. Almost every character who's going to get into hand-to-hand combat needs at least two of the following: Rapid Strike, Power Attack, Accurate Attack, All-Out Attack, Expertise. These feats let you go to town and make your attacks more effective against speedsters or bricks. I had to walk my players through the "Okay, All-Out Attack 5, and Power Attack 3, so I'm leaving myself wide open but really helping my chances to hit and do more damage..." process the first few times, but now most of them know what to take to customize their characters. Fortunately, there are places like ENWorld and the Atomic Think Tank to help folks out, too.

3) Some alterations to the skills, above and beyond d20 Modern. The Jump skill, for example... it could just disappear. In any game I run, my Batman clone isn't going to have 12 ranks in Jump. He's going to have the Jump power, with Training as a source, at 3 ranks, likely as a Power Stunt off of his 6 rank Swinging power with the Device flaw. I know that not all movement skills would go away that easily, but I think that many of them would...
 

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Not played it yet, but although I like to think that I'm not a complete doofus I found the distinction between stunts and extras a little unclear (and then feats added into the mix too).

I think for those picking up the game it could probably do with more explanation about these and how they interact and what they are for.
 

Takyris makes some excellent points - just saying "PL10, go for it", is a recipe for trouble. Successful M&M games need a little more guidance than that. Point (1) is absolutely vital.
 

A potential solution for the 'front-loaded' powers is to establish a minimum rank, as HERO recommends you do in some cases.

Combine M&M's stacking rules with a limit on the number of extras, stunts, etc. that can be attached to a power, and set good ranges (both minimum and maximum) for attack, defense, saves, and you should be able to keep M&M reasonably balanced.

I wonder if those of us who know HERO would have an easier time keeping M&M from going off track? :)

Matthew L. Martin, who swings between HERO, d20, and BESM as his theoretical system of choice. I need to stop being a 'one system' kind of guy. :)
 

The thing I hate about MnM is not necessarily being able to find enough comic geeks to run the kind of referential, tongue in cheek references I want to be able to make in game.

It's hard doing four-color super-heroics with people whose only reference point for supers are the spider-man and X-men movies.
 


takyris said:
In a future version, I would love to see skills based off of d20 Modern instead of D&D 3.0. Really, that's about it.

I'd like to see a couple options for skills. One with the/a full list (D&D or modern, or both), one with a moderate list (stealth, notice, athletics=(climb, jump, swim), etc), and one with a minimalist list, probably Athletics, Coordination, Knowledge, Perception, and Influence; ie, one for each stat with skills. Then you could use 3/1, 2/1, and 1/1 skill points:power point for those three options, and you'd end up with options for all kinds of games.

By the same token, some players max out their Strength before taking Super-Strength, and others say, "Well, he's only strong because of the radiation, so I'll give him a 13 Strength." If you have both players in the same group, the guys who took their guy to +10 BAB and 20 Strength walk all over the other guys. Especially for players coming over from D&D, the ease and up-front nature of minmaxing makes it tough not to do, but that's not always the game the GM wants.

On super-stats, I'd like to see some way for people to be able to take a low strength for their super-strength brick because of background reasons, yet not be shortchanged. The easiest way to do this would be to say that 1 level of super-stat provides the bonuses of stat=20 no matter what your stat actually is. It's only if you get drained or are competing with someone with an equal amount of super-strength that your actual stat matters. This would really front-load super-stats, though.

Another would be to do away with stats entirely. Everybody has human-average stats unless they want to buy super-attributes. This wouldn't change the balance of the game at all with "optimized" characters, because your maxed out brick type always has a 20 strength, which equals and cancels outa maxed-out dodger's 20 dex.

I kind of like that one. Supers just operate on a completely different scale than the rest of humanity. It does take out some fine details, but I can live with that.
 

Ranger REG said:
What I do not like about MnM? Well, not a severe dislike but ... I hate weapons having straight value damage stat. I like to roll weapon damage.

How would that work in MnM, I wonder. You could roll a d20 + damage bonus to set the DC for their save, I suppose. Say if they make it they take a hit, if they make it by 5 they take nothing, if they fail by 5 or less they are stunned and take a hit, and if they fail by more than 5 they are out. That gives you the same probability spread as the regular damage rules, but will probably tend to result in more one-shot knockouts, as you have the possibility of the attacker rolling high for damage and the defender rolling low. Might just want to go with the normal damage rules, but use d20+damage as the DC.
 


Kenson said:
Option: Damage Roll, page 128, Mutants & Masterminds

That's what I get for answering a question without the book handy. Didn't even remember that option being in there. But hey, it's not like I wrote the book. :)
 

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