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[Mutants & Masterminds 3e] My interest is piqued

Started by The Butcher, March 08, 2011, 10:48:03 AM

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The Butcher

That GR had snatched the DC Comics license, to be used with the M&M 3e ssytem, was old news.

That the M&M 3e core system so closely resembles the old Mayfair DC Heroes RPG ruleset (Mayfair Exponential Game System a.k.a. MEGS) was quite a surprise for me. The logarithmic scale in particular feels very MEGS-ish. So do little bits like Advantages, Motivations, etc.

Now I'm seriously tempted to pick up the M&M 3e pre-order bundle, if only because ol' DCH 3e was the only supers RPG I actually picked up and ran, ever. I was facile with it, it ran smoothly, and I never had a problem with it (outside the "broken" Gadget rules, especifically the Reliability Number "bug"). It was not perfect, but it was pretty good.

This is of course a huge change for me, since I'm not usually one for "crunchy" systems. But I am sorely tempted.

I'd like to hear it from people who have actually run the GR DC Adventures RPG and/or M&M 3e proper. How long did it take you to generate a character? How does the game play? Is combat fast-paced? etc.

Seanchai

Here's my question: What's changed in 3rd from the previous editions? Anything? Or it is basically just new packaging?

Seanchai
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GameDaddy

Takes less than 15 minutes to generate a character for M&M... It's my go-to system for supers games, and I started with Champions back in the early 80's.
My kids love this game, and ask me to run a Supers session for them often...
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jgants

Quote from: GameDaddy;444759Takes less than 15 minutes to generate a character for M&M... It's my go-to system for supers games, and I started with Champions back in the early 80's.
My kids love this game, and ask me to run a Supers session for them often...

I'm glad it works that fast for somebody.

For me, it takes well over an hour, possibly even two, to create a character for M&M 2e; and then most of the time I find something in a different section of the book later that suggests I did it wrong, or at least there was a better way to do the same thing.

My go to game for Supers remains MSH for its simplicity.

However, I did like a lot of what I saw with M&M 2, so if char gen was simplified a bit (at a minimum, clean up the powers and get rid of feats) then it could be a contender for me.
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Caesar Slaad

Quote from: Seanchai;444610Here's my question: What's changed in 3rd from the previous editions? Anything? Or it is basically just new packaging?

I've only played it once (and picked up the book), but in my estimation, it's not too drastic, but not insignificant either.

They sorted the stats from 6 into 8, frex splitting strength into two scores (strength and fighting), which helps model many hero archetypes better.

Many powers that had powerful effects in 2e have staged effects, making them less of an all-or-nothing affair.

On the downside, they meaninglessly renamed a bunch of conditions, serving to confuse folks familiar with M&M 1e/2e and typical d20.
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Mostlyjoe

Personally I like it, mind you they did pretty much what HERO did with 6th Edition. Basically disconnect a lot of derived stats from base stats. What this does is fix some of the wonky builds at the cost of well, some characters costing more.

They also broke up the BAB cost economy by folding it into the existing skill trees.

Basically it makes making callings on some characters easier. It doesn't fix some of baseline issues with d20 like the stun deathspiral, but otherwise, it's a tight game.

Seanchai

I saw it at my FLGS. It's softcover. That's part of the reason that, after picking it up and putting it down, picking it up and putting it down, I ultimately left it down. It's purdy, but...

Seanchai
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