Drinking & Dragons

Difference between revisions of "User:Wizardoest/Read/DC Universe (Mutants and Masterminds 3e)"

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(I've started reading this, so I'm making a page.)
 
(Some thoughts)
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[[File:DC Universe.jpeg|right|200px]]
[[File:DC Universe.jpeg|right|200px]]
Mutants and Masterminds is a system that started life as a child of the True20 system and in true superhero fashion it has mutated into something more powerful.
The system is derived from d20, and as such is pretty easy to get up to speed with. Character levels are removed and instead all characters are given a Power Level (PL). This PL provides a pool of points for use in character creation. These points may be spent on abilities, advantages (read—feats), powers, and tech. PL also provides a hard cap on bonuses at your character's PL. So if you can only min/max so far.
I've glanced through the Powers section enough to notice that it seems to give enough options to satisfy *any* superhero game. They are broken down by effect and the text encourages re-skinning of abilities to fit a character's theme.
The only drawback that I see (without playing the system yet) is that there is no resource management. Unless drawbacks are taken, powers can be used infinitely. This fits the superhero motif, but resource management is a key ingredient in most RPGs.

Revision as of 17:09, 31 March 2012

DC Universe.jpeg

Mutants and Masterminds is a system that started life as a child of the True20 system and in true superhero fashion it has mutated into something more powerful.

The system is derived from d20, and as such is pretty easy to get up to speed with. Character levels are removed and instead all characters are given a Power Level (PL). This PL provides a pool of points for use in character creation. These points may be spent on abilities, advantages (read—feats), powers, and tech. PL also provides a hard cap on bonuses at your character's PL. So if you can only min/max so far.

I've glanced through the Powers section enough to notice that it seems to give enough options to satisfy *any* superhero game. They are broken down by effect and the text encourages re-skinning of abilities to fit a character's theme.

The only drawback that I see (without playing the system yet) is that there is no resource management. Unless drawbacks are taken, powers can be used infinitely. This fits the superhero motif, but resource management is a key ingredient in most RPGs.