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What do you not like about M&M?
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<blockquote data-quote="Sketchpad" data-source="post: 2100825" data-attributes="member: 9168"><p>In all honesty, I like M&M. I've played it on and off since it came out and am constantly looking at ways that I can improve it. That said, my group and I have been playing Hero/Champions lately, as my players have gotten kind of frustrated with M&M. Why? Well, for the following reasons:</p><p> - The XP system is a little too broken for us. While the mechanics for the most part are good, the players have felt that the XP system is just a bit too generous as they've gone up in level a bit quicker than they'd like.</p><p>- We didn't care for the 15 + X DC base, as it was too predictable. We house ruled that powers have a default save of d20 + power rating for things like damage or such. This allows a more random occurance and adds a bit of surprise to the ratio. </p><p>- We have to agree that the HP extra effort can occasionally hit below the belt. But I'm torn on this, as it does enforce a bit of control to powers like Sorcery.</p><p>- We agree on some of the powers. I think that some abilities should have a flat cost while others should be level dependent. Something like Invisibility should be a bit static in representation, while other abilities, like Energy Blast should be a bit more variable.</p><p></p><p>In all reality, I think that some of the problems that M&M has is that it's taking a level system (d20) and converting it over to a point system and still trying to retain some of the feel. IMHO, the game needs to take a stance ... if it's going to be a point system, then divorce a bit from the level concept. If levels is what M&M needs, then maybe it needs to get closer to the d20 Core? </p><p></p><p>As for the grandchild comment, I also agree with this, as I see various systems that are being homaged in M&M. Some of the powers remind me of V&V and Marvel Saga, while the feel of the game really tries to feel a bit like both classic and saga Marvel. But, in the core, there's also a lot of Champions there. </p><p></p><p>Don't get me wrong, I like the M&M game and I'm looking for it to mature a bit. I mean, after all, it took Champions a while to become a great system, and that's the advantage that it has. Now if GR were to make M&M books with Hero stats ... I'd be all over them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Heck, who am I kidding, I get most of the M&M books as is ... if nothing more, Steve Kenson made a great campaign setting with Freedom City <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Sketchpad, post: 2100825, member: 9168"] In all honesty, I like M&M. I've played it on and off since it came out and am constantly looking at ways that I can improve it. That said, my group and I have been playing Hero/Champions lately, as my players have gotten kind of frustrated with M&M. Why? Well, for the following reasons: - The XP system is a little too broken for us. While the mechanics for the most part are good, the players have felt that the XP system is just a bit too generous as they've gone up in level a bit quicker than they'd like. - We didn't care for the 15 + X DC base, as it was too predictable. We house ruled that powers have a default save of d20 + power rating for things like damage or such. This allows a more random occurance and adds a bit of surprise to the ratio. - We have to agree that the HP extra effort can occasionally hit below the belt. But I'm torn on this, as it does enforce a bit of control to powers like Sorcery. - We agree on some of the powers. I think that some abilities should have a flat cost while others should be level dependent. Something like Invisibility should be a bit static in representation, while other abilities, like Energy Blast should be a bit more variable. In all reality, I think that some of the problems that M&M has is that it's taking a level system (d20) and converting it over to a point system and still trying to retain some of the feel. IMHO, the game needs to take a stance ... if it's going to be a point system, then divorce a bit from the level concept. If levels is what M&M needs, then maybe it needs to get closer to the d20 Core? As for the grandchild comment, I also agree with this, as I see various systems that are being homaged in M&M. Some of the powers remind me of V&V and Marvel Saga, while the feel of the game really tries to feel a bit like both classic and saga Marvel. But, in the core, there's also a lot of Champions there. Don't get me wrong, I like the M&M game and I'm looking for it to mature a bit. I mean, after all, it took Champions a while to become a great system, and that's the advantage that it has. Now if GR were to make M&M books with Hero stats ... I'd be all over them ;) Heck, who am I kidding, I get most of the M&M books as is ... if nothing more, Steve Kenson made a great campaign setting with Freedom City ;) [/QUOTE]
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