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WW2: Classes or No-Classes?
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<blockquote data-quote="Henry" data-source="post: 2706905" data-attributes="member: 158"><p>Both MnM1 and MnM2 are good for this; however, MnM2 has the advantage in that</p><p></p><p>1) It was designed with different starting point totals in mind (in both editions, the default was 15 PP per character level, but first edition linked it to character level, and balanced it that way.) In MM2, character points and character level are independent.</p><p></p><p>2) They have more solid and granular point purchase rules on attack bonus, skill points, feats, etc. Under default MM1 rules, a skill-oriented character was MUCH harder to pull off; in MM2, it's easier.</p><p></p><p>If playing MM2, I'd suggest a character level 3 to 5, with maybe 60 to 100 points to create with; that gives you "tough humans" but not nearly "gods of the battlefield." I'd also look aty their options for making damage saves more deadly, because Mutants and Masterminds by default doesn't use hit points, but "damage saves" that on the default level don't result in much death. However, there are alternate rules for cranking up lethality, because people like playing their Watchmen as much as they like playing their JLA. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(I should also note I don't own the MM2 rules yet, but I own the MM1 rules, and I've been following the Green Ronin forums religiously.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Another suggestion? Research True20, a generic game system created by Green Ronin heavily based on Mutants and Masterminds, that gives all of the rules but none of the superhero trappings.</p></blockquote><p></p>
[QUOTE="Henry, post: 2706905, member: 158"] Both MnM1 and MnM2 are good for this; however, MnM2 has the advantage in that 1) It was designed with different starting point totals in mind (in both editions, the default was 15 PP per character level, but first edition linked it to character level, and balanced it that way.) In MM2, character points and character level are independent. 2) They have more solid and granular point purchase rules on attack bonus, skill points, feats, etc. Under default MM1 rules, a skill-oriented character was MUCH harder to pull off; in MM2, it's easier. If playing MM2, I'd suggest a character level 3 to 5, with maybe 60 to 100 points to create with; that gives you "tough humans" but not nearly "gods of the battlefield." I'd also look aty their options for making damage saves more deadly, because Mutants and Masterminds by default doesn't use hit points, but "damage saves" that on the default level don't result in much death. However, there are alternate rules for cranking up lethality, because people like playing their Watchmen as much as they like playing their JLA. :) (I should also note I don't own the MM2 rules yet, but I own the MM1 rules, and I've been following the Green Ronin forums religiously.) :) Another suggestion? Research True20, a generic game system created by Green Ronin heavily based on Mutants and Masterminds, that gives all of the rules but none of the superhero trappings. [/QUOTE]
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