Author Topic: Mutants and Masterminds  (Read 1925 times)

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heffroncm

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Mutants and Masterminds
« on: June 08, 2008, 03:08:13 AM »
I'm going to start up a Mutants and Masterminds campaign to play with my 4e group on off-weeks.  I'd like the input and advice of you folks.  Specifically, what houserules you use, what powers are well balanced for new players and DM, and what books are worth buying beyond the main book?  Thanks for the input.

Iczer

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Re: Mutants and Masterminds
« Reply #1 on: June 16, 2008, 09:01:40 AM »
I tip my hat to Green Ronin for M&M. it's well done, and the powers are pretty much balanced.

Beyond the main book, I'd get Ultimate power (devoted to the mechnics of power design) and the masterminds handbook (essentially a 'GM guide' packed with optional rules.

I usually houserule adding HP when I play, simply becuase it's familiar and the PC's don't have to wrap their heads around the 'damage save'  though it will make a lot of invulnerable powerhouses a lot more vulnerable.

Batts

heffroncm

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Re: Mutants and Masterminds
« Reply #2 on: June 16, 2008, 06:57:58 PM »
Thanks for the advice Iczer.  These were the two I was most considering, but I'm still looking through the collection when I have time to see what's useful to the game I want to run.

heffroncm

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Re: Mutants and Masterminds
« Reply #3 on: June 20, 2008, 10:00:14 PM »
Yeesh.  Ultimate Power Sourcebook is $150, cheapest I can find it.  Not neccessary ^.^

CBattles6

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Re: Mutants and Masterminds
« Reply #4 on: June 23, 2008, 06:35:00 PM »
I would recommend Freedom City.  It's the most comprehensive setting sourcebook I've ever seen.  Plus, it offers a truckload of new villains to stick into any campaign.

I wsa a big M&M guy in the past, but I didn't really like what they did with 2e (deja vu, anyone?).  I think it'd be really fun to jump back into it one of these days.
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heffroncm

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Re: Mutants and Masterminds
« Reply #5 on: June 25, 2008, 03:24:35 PM »
Thanks for the recommendation CBattles6.  I've got the 2e main book and the Mastermind's Handbook on order with my FLGS right now.

What is it about the change from 1st to 2nd that you didn't like?

CBattles6

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Re: Mutants and Masterminds
« Reply #6 on: June 25, 2008, 04:55:58 PM »
I'm trying to remember...it's been a while since I've thought about it.  The thing I liked so much about 1st ed. was how fun and easy it was to create characters, and with 2e there were certain areas where they took a graceful game and made it unnecessarily complicated and wonky.  Of course, I can't give you any specific examples off the top of my head, but I'm sure that a 'M&M 1e to 2e changes' breakdown exists somewhere.
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Nachofan99

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Re: Mutants and Masterminds
« Reply #7 on: June 26, 2008, 10:59:08 PM »
Yeah I feel the same way.  A lot of things in 2nd made me cringe and I didn't want to play it.

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Re: Mutants and Masterminds
« Reply #8 on: June 27, 2008, 01:20:56 AM »
A few friends of mine are really crazy about that system. I've never liked comic book/superhero bullshit all that much, but I do remember thinking that it seemed pretty balanced. I made a few characters for it, and played in a game or two with them. It seemed great. I really liked how characters were so customizable, and remember thinking it would be great to adapt to a fantasy setting. There is a message board specifically for the game, also. You might try poking around there.
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DavidWL

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Re: Mutants and Masterminds
« Reply #9 on: July 01, 2008, 08:59:54 AM »
I definitely second the masterminds handbook - one of the most well-done books on optional rules I can remember seeing.

A wonderful and clean system.

Best,
David
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