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Mutants & Masterminds: RPG - 2nd Edition Books

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Rating: 4 out of 5 stars - My 2nd Favorite Supers Game
OK, my 1st all time favorite is probably DC Universe d6 system, but for a simple and generic Supers game, I would say this is tops. My 3rd all time would be TSR's old Marvel system. Now allot of good reviews have been done already, so I'm not going to repeat them here. I got this to run with my two sons, they like easy systems and when I heard all you needed was a d20, well that was great, my youngest son has a heck of a time playing games with different types of dice needed to make rolls with, it starts to confuse him ("roll 2d6 for damage.....huh?, no thats a d8 son"), its a great fast action oriented game with no hit points as well, great for kids and old adults....The creation system could use a little streamlining with less skills and fewer feats and the powers could be a bit more descriptive, but overall that does'nt take away from the games simplicity, thats why I gave it 4 instead of 5 stars.
A third edition with less skills and feats would be great.



Rating: 5 out of 5 stars - My 4th RPG
I think M&M Second Edition is by far one of the best RPGs I have played in a long time. I run a lot of games myself for D&D 3.0-3.5, Star Wars RCR and Saga Edition (Saga being the current one), and even Stargate on occasion. But by far M&M gives anyone cracking into it the first time a awesome setting with almost no limits.

I say almost because there have to be some limits to your character's powers and abilities, otherwise the rest of the players or the game itself isn't fun any longer. But I don't have to worry about going with one of the pre-made supers in the book, or any classes. However one thing I love is there are those pre-made characters or arch-types that you can look to for inspiration or ideas. The system is so free you can take those arch-types apart and redo the stats to fit your idea as well.

For me I started playing D&D in second edition, fell in love even more in 3.0 to 3.5 editions. Been gaming ever since, and the bottom line is I have played many games, many systems, and had lots of fun. But by far this is the best RPG to be a super hero hands down.



Rating: 5 out of 5 stars - Simply the Best
For those of you who remember the original Marvel Super Heroes Roleplaying Game and the DC Heroes RPG, this is their progeny. Take the best elements of both systems and put them together and you have Mutants and Masterminds 2nd Edition. It is, by far, the best superhero roleplaying game I have ever played! Religiously faithful to the comics genre and ALL its myriad facets, I would dare say it has a scope as far and wide as comics itself...which means ANY genre you could name could be faciliated by this system...ANY genre. Mutants and Masterminds is simply the best out there.



Rating: 5 out of 5 stars - Great RPG!
I can't believe how great the Mutants & Masterminds RPG is! I have played all sorts of RPGs for ~20 years, and this one is truly special. The Freedom City sourcebook for M&M is one of the best RPG products, of any type, that I've ever owned. Great job, Steve Kenson; great job, Green Ronin!



Rating: 5 out of 5 stars - Mutants and Masterminds, 2nd Ed
The M&M 2nd ed. book is simply an amazing RPG. Using a point build system, it allows for complete freedom to create and customize not just your character, but also their individual powers. You can also faithfully recreate virtually any superhero or anime character if you wanted.

The "balance" in the system between powers is remarkable, considering the freedom given to character creation, and how insanely powerful some comic book villians can be.

I do have two complaints however.
All the freedom to create your character almost encourages players to make characters that try to abuse the point system, tacking on flaws to reduce power costs, while trying to circumvent the negative effect of the flaw in some way. Though the system is very good at making power flaws exactly that, there are a few small holes that, baring omnipotence on the part of the creator, are bound to crop up in any RPG.

I strongly recommend that any GMs using this system have their players flesh out their character concept BEFORE letting them see the power list or even open the book, as I find this makes for more exciting and "theme based" characters, rather then "functionality-utility-handle-any-situation" characters.

My other complaint is that an average toughness character or villian can easily roll poorly on a "toughness save" (a roll to resist damage) and be knocked out in one hit, as if they had a glass jaw. Since the system uses a d20 as the main (read: only) dice type needed, the roll obviously ranges from 1 to 20, with an equal (5%) chance to roll each number. Since degrees of success/failure on a toughness save are determined in increments of 5, a low toughness character can roll a 20 and laugh off an attack, while a much tougher character can roll a 1 and be severely hurt or knocked out by that same attack. The same holds true for attack and defense, though to a lesser extent. As a house rule, I have been experimenting with rolling 3d6 for attack and toughness rolls, giving a range of 3-18 and making the rolls more consistent (a much higher probability of getting average rolls rather then extremes).

In conclusion, I HIGHLY recommend this book for anyone who enjoys superhero RPGs. In 9 years of GMing I have yet to find a superhero system I like better, and I look foward to a possible future edition.


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