What do you not like about M&M?

The only thing I dislike is more of a wish thing: I wish that certain areas were expanded upon. Rules for different magic systems, martial arts rules, more vehicle rules, more gadgets. Of course, splat books can (and have, in the case of Gimmick's Gadgets) accomplish this, just wish'n.
 

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Now that the thread has been established, I'd like to chime in on some of my thoughts. Firstly, I'd like more support for those people who dislike the damage save and prefer a HP system. The damage save is nifty and all but as a DM the lack of control frustrates me, its too hard to guage whether an encounter will wipe out the party or whether the party will just wade through their opponents. Even if PLs are fairly evenly matched, a couple of 1s and you are down for the count.

I'd like a book of all sorts of cool conversion info for other d20 products. How can I convert critters, spells, and so on into M&M either using M&M with HP rules, or using the damage save rules.

I'd like to see rules for power frameworks sort of like power pools or ECs in HERO. And how about more detailed power construction rules with charts listing all sorts of different effects and so on. I felt like the power construction rules could have been more greatly expanded upon.

I like the notion that a Variable Effect/Power with Hero points can be used to simulate the comic book scene where the hero suddenly uses his power in a new and creative way to win the day. But I think the Variable Effect/Power should be able to do this without a Hero point (i.e. I want to be able to make a power pool), and likewise, spending a Hero point should automatically allow you to do something similar without having to have bought ranks in aVariable Effect/Power.

I think some powers are too cheap. Drain and Mind Control should cost 3 or 4 points per rank for one thing. And instead of failing your save and taking full on Drain rank in effect, you should only take ranks of effect per each point you missed your save by up to the total ranks of the Drain power used on you.

Likewise, front loaded powers like Invisibility, or Incorporeal need their cost structure changed to reflect the fact that buying 1 rank pretty much gives you the whole power while buying additional ranks only makes you marginally more effective. There should be a base cost and then a cost per rank beyond the base cost.
 

Hrm. HPs, I think, give the GM a great ability to gauge how deadly any particular combat is going to be with a damage save. The first time I ran the game, I thought basically the same thing. One of my players got wiped out a few rounds into the first combat with an unlucky one, spent an HP to reroll ... got a three or four, was still down.

But spending an HP lets you reroll AND Take 10. Didn't read that close enough. Taking 10, that HP would have resulted in only a Hit. And that's the thing. You compare the damage bonus with the Take10 damage saves of all of the PCs. An exceptionally damaging foe will Stun some PCs even on the 10, but most should still give a hit.

HPs mean that characters are out of the game only when the foe is exceptionally more powerful or they decide not to spend HPs. Because they know the damage DC, players will always know if they need an HP and what the result of spending it will be. That's very powerful and very key. And, I think, that's one of the things I wish they'd make a little more obvious. A little side-bar in the next printing or something that reiterates that information, because it's just included in the flow of text and most people think: "Wow, rerolls. That's powerful." and don't get to the take-10 part before their brain shuts off and they move to the next bullet point.

I think Extra Effort removes alot of the point of Variable Effect/ Gadgets ... at the same time, VE and Gadgets are VERY VERY powerful. In play, the guy with Gadgets pretty much owned the day. Superhero Villian Plots usually circle around a theme. Say, like, "Evil Plant Dude and His Evil Plants!": When the boy-wonder pulls out his plant-specific Drain herbicide, he can ride that pony pretty much to the end of the arc. So I think that VE/G are worth a HP, in the end. Thinking on it, one other way to do it without spending HP and have it balanced may be to let them use it Extra Effort Style (one encounter, one round) without paying any cost X-times a day. Something small, though, or it becomes horribly overpowering. That would additionally keep Batman from pulling out his Bat-Robot Blinding Spray-Arang and keeping it out the entire time he's fighting "The Case Of The Vile Robots" story arc.

--fje
 

EDIT: dang you, HeapThaumaturgist for jumping before me! :D

Ranger REG said:
...perhaps the third-gen d20 system, True20.

Forgive my ignorance...True20?

Hey Dragonblade, don't mean to sound like I'm jumping on you, but I had some thoughts on your dislikes:

Dragonblade said:
The damage save is nifty and all but as a DM the lack of control frustrates me, its too hard to guage whether an encounter will wipe out the party or whether the party will just wade through their opponents. Even if PLs are fairly evenly matched, a couple of 1s and you are down for the count.


Remember, the bad guys (or the opponents of the players if they are the bad guys) have hero points also (called villain points). And there is a system that weighs the advantage to the player on this, but villains can re-roll damage saves by spending a villain point.

Dragonblade said:
I'd like a book of all sorts of cool conversion info for other d20 products. How can I convert critters, spells, and so on into M&M either using M&M with HP rules, or using the damage save rules.

There was a sort-of conversion notes for doing D&D Monsters in M&M that Steve Kenson posted. Neo expanded on these conversion (quite well, in fact) and can be found in a M&M Fanzine called Super Samurai (check E-CORE or d20 Magazine Rack) or on the M&M Forum (if it hasn't been purged). Spells would simply be powers with extras, power stunts and flaws. There is a Superlink Product called Monsters and Mayhem that handled Fantasy M&M; haven't seen it so can't say if its good or not.

Dragonblade said:
I'd like to see rules for power frameworks sort of like power pools or ECs in HERO. And how about more detailed power construction rules with charts listing all sorts of different effects and so on. I felt like the power construction rules could have been more greatly expanded upon.

Well, the extras and power stunts are framwork-like if constructed properly. A character like Ultra Boy (who uses one power at a time) would have a base power (probably Super-Strength) with everything else as a power stunt. And there is a Multi-Power Framework (been a while since I read Hero, that is the other framework besides Elemental Control, right?)

Dragonblade said:
I like the notion that a Variable Effect/Power with Hero points can be used to simulate the comic book scene where the hero suddenly uses his power in a new and creative way to win the day. But I think the Variable Effect/Power should be able to do this without a Hero point (i.e. I want to be able to make a power pool), and likewise, spending a Hero point should automatically allow you to do something similar without having to have bought ranks in aVariable Effect/Power.

Using Variable Effect without spending a Hero Point sounds way to powerful. Maybe something like the character can use it once per 5 PLs they've gain (2 at PL10) for free then they have to use hero points might work. Don't know. And remember, if you use extra effort (which burns a hero point) you can use any power that makes since with your character concept. Example: The Human Torch spends a point to create a fire-cage to trap a villain (effect: Snare).

Dragonblade said:
I think some powers are too cheap. Drain and Mind Control should cost 3 or 4 points per rank for one thing. And instead of failing your save and taking full on Drain rank in effect, you should only take ranks of effect per each point you missed your save by up to the total ranks of the Drain power used on you.

The way powers are constructed, the cost is resonable. The effect, though, can be a pain to deal with. I mean, for 2 points a character can have Penetrating Vision that can give a GM tons of headaches in a mystery-based game. Every super-powered game has to deal with this kind of thing, good GMing is how to manage it.

Dragonblade said:
Likewise, front loaded powers like Invisibility, or Incorporeal need their cost structure changed to reflect the fact that buying 1 rank pretty much gives you the whole power while buying additional ranks only makes you marginally more effective. There should be a base cost and then a cost per rank beyond the base cost.

See comment above.
 

Bretbo said:
Hey Dragonblade, don't mean to sound like I'm jumping on you, but I had some thoughts on your dislikes:

Not at all. We are all friends here. ;)

Remember, the bad guys (or the opponents of the players if they are the bad guys) have hero points also (called villain points). And there is a system that weighs the advantage to the player on this, but villains can re-roll damage saves by spending a villain point.

Yes, and Hero points are a fine mechanic, but I feel that Hero points are something that should be saved for those dramatic showdowns with the villain and his main henchmen. Players should never have to worry about spending Hero points to save their ass when fighting mooks. I do think mooks should dish damage, but it should be a process of whittling down the PCs hitpoints rather than the mooks forcing PCs to spend Hero points with a couple of unlucky die rolls.


There was a sort-of conversion notes for doing D&D Monsters in M&M that Steve Kenson posted. Neo expanded on these conversion (quite well, in fact) and can be found in a M&M Fanzine called Super Samurai (check E-CORE or d20 Magazine Rack) or on the M&M Forum (if it hasn't been purged). Spells would simply be powers with extras, power stunts and flaws. There is a Superlink Product called Monsters and Mayhem that handled Fantasy M&M; haven't seen it so can't say if its good or not.

Posts or superlink products are nice but I hate having to scour the net or forum posts for this kind of stuff. I want official writeups in an official published paper book. Or at least have a page on the official M&M website with official rules downloads in PDF format. I prefer rules that are approved and tested by Steve Kenson himself.

Well, the extras and power stunts are framwork-like if constructed properly. A character like Ultra Boy (who uses one power at a time) would have a base power (probably Super-Strength) with everything else as a power stunt. And there is a Multi-Power Framework (been a while since I read Hero, that is the other framework besides Elemental Control, right?)

M&M doesn't really have power frameworks in the way that HERO has them. They are somewhat built into the system already with the ability to take extras and and build powers based off base effects. For example, an Elemental Control is just a discount on powers bought together. M&M already simulates that with the ability to take related powers as extras or stunts. Likewise a Multi-power lets you buy a number of related power at a massive discount with the drawback being you can only use one at a time (assuming fixed slots for all you HERO people out there). M&M can sort of simulate this with the ability to just build your own power and add different effects, but not really.

I actually like the M&M power creation rules, but would prefer to see it expanded upon.

However, M&M cannot really simulate a power pool well, and I would like to see that addressed. There is Variable Effect which comes closest but costs a hero point to use.

Using Variable Effect without spending a Hero Point sounds way to powerful. Maybe something like the character can use it once per 5 PLs they've gain (2 at PL10) for free then they have to use hero points might work. Don't know. And remember, if you use extra effort (which burns a hero point) you can use any power that makes since with your character concept. Example: The Human Torch spends a point to create a fire-cage to trap a villain (effect: Snare).

It works fine in HERO and they don't have a Hero point mechanic. I agree that the Hero point mechanic works quite well in terms of simulating comic book characters coming up with new uses for existing powers on the fly. But costing a Hero point is unfair for characters based around their ability to do all sorts of crazy stuff on the fly. It doesn't work well for Spawn, Silver Surfer, Franklin Richards, X-man, Dr. Strange, etc. In my opinion anyway. Those characters either have to be relegated to the realm of GM only, or they have to have a ton of Hero points or an ungodly PL to be viable characters. I'm aware that there are powers like Cosmic Power and Sorcery, but the way those are built makes them more like a HERO style multi-power than a true power pool.

The way powers are constructed, the cost is resonable. The effect, though, can be a pain to deal with. I mean, for 2 points a character can have Penetrating Vision that can give a GM tons of headaches in a mystery-based game. Every super-powered game has to deal with this kind of thing, good GMing is how to manage it.

I also think Penetrating Vision is too cheap as well. ;) M&M owes a lot to HERO, a game now in its 5th Edition that pretty much has balancing super powers down to an artform. So it surprises me that in M&M a player can effectively buy both Invisibility and Incorporeal by buying a single rank in each one. Those powers are great examples of a power that you either have or you don't. I think M&M can learn something from HERO in that regard.

And powers like Disintegration and Mental Control are still way too cheap. For example, Disintegration is 2 per rank.The same as Energy Blast. However, unlike EB, Disintegrate directly crumbles objects to dust (no save) while an EB on an object is subject to a damage save. Taking that further, you can disintegrate someone's armor which has far more dramatic consequences in the middle of combat than just trying to hit them with an EB. Losing their armor after all makes them more vulnerable to every opponent than a single failed damage save. Given the effectiveness of Disintegration compared to EB, it should cost far more.

Now lets look at Mind Control. Unlike a normal attack, Mind Control doesn require an attack roll. It simply takes effect provided you beat their Will save with your power check. Well, considering that most people you face will not have a higher will save than their damage save, Mind Control is already more powerful than Energy Blast. Yet they cost the same! (Now, I have a 1st edition M&M book so if there is errata changing this then my apologies).

Furthermore, Mind Control is far more versatile in what it can do than simply damaging an opponent. You can order them to do all sorts of things, which due to the small likelihood of anyone having a significant will save, is almost impossible to resist. Most mooks are not going to be violently opposed to running away so, you are pretty much guaranteed to defeat every mook with a couple die rolls. No need to worry about actually hitting and doing damage. And its just not realistic to give every major villain or henchmen Mental Protection or a super high will save.

It makes no sense to me that given its power and versatility, Mind Control costs the same as Energy Blast.
 


Hrm.

I'm not familiar with Hero, so I have no idea what a Power Pool is or why it's core to superhero role playing.

Anything like taking related, non-simultaneous effects as Stunts off of a base power? I.E. Blast with Snare stunted onto it because they are both attack powers.

No offense, but I think you have a very distinct view on Hero Points which is quite different from how the game designers intended them. Hero Points are like hit points or spells or any other disposable renewable character resource. They're not only for boss battles and the like, they're a consumable and the point of Mooks is to make the players consume resources. M&M doesn't have hit points, M&M doesn't have spells. Not that mook battles should leave the PCs with no HP left, but I don't think giving them hard choices as to what to do with their HPs will ruin their game. Quite the opposite, if the players know they'll start every "Final Battle" with full HPs to spend on every roll, it really reduces the tension of those battles. "Do I spend an HP to Gadget out a quick fix to these Mooks? Or will I need it at the last fight? Will we end up getting banged up so bad we'll lose if I don't?"

Dunno, could ask Kenson if he replies again.

--fje
 

Dragonblade said:
Yes, and Hero points are a fine mechanic, but I feel that Hero points are something that should be saved for those dramatic showdowns with the villain and his main henchmen.

A lot of people seem to feel like that, which is unfortunate - they're really more like 'plot points'. They let you say 'a hero wouldn't have been taken down by some mook' and have it stick.

M&M doesn't really have power frameworks in the way that HERO has them.

Er...sure it does.

Element Control: a bunch of powers built as Extras off of a single power. All the powers are thematically related (and can be drained together), but cost less.

Multipower: a power with a bunch of stunts. You pay a nominal cost (2 points) for the ability to reconfigure the power points into a new configuration.

Variable Power Pool: this is the 'Variable Effect' power, seen in the main book as 'Gadgets' - the full version is in Crooks! A set of points that can potentially do anything.

However, M&M cannot really simulate a power pool well, and I would like to see that addressed. There is Variable Effect which comes closest but costs a hero point to use.

Check out Sorcery or Cosmic Power as other examples - buy an effect from each category and add Variable Effect for what you've missed. Most well-designed VPPs have limitations anyway - you may be able to substitute those limitations for the Hero Point cost. (Example: a 'gadget pool' that you had to spend time in a lab to change.)

J
 

Heck, I just slapped together a power like this:

Telekinetic Super-Knight Guy:

Knight Guy's Power +10

Super-Strength
-Extra: Telekinesis (With Attacks)
-Extra: Leaping
-Extra: Force Field
-Flaw: Duration down to Sustained
-Extra: Subtle
-Flaw: Ranks divided up each round

So you've got a guy who, at any given time, can be sort of strong, sort of protected, and sort of able to leap, or he can be really strong, not protected, and sort of able to leap, or he can be wicked strong, not protected, and not able to leap -- he has a +10, and he can divide that up among those powers however he likes each round. Super-Strength +6, Force Field +3, Leaping +1, or Super-Strength +1, Force Field +6, Leaping +3. Whatever.

It may not be exactly the way they did it to get Luck, but it's expensive enough that players won't do it casually, but flexible enough that someone with a concept like this could enjoy it.
 

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