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Review of Mutants & Masterminds 2nd Edition


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Mutants & Masterminds 2nd Edition updates the popular Mutants & Masterminds system, with the intent of correcting problems in the previous edition and generally making the game better as a Superhero role-playing system. In this it succeeds perfectly, although the original was hardly bad. Indeed, the concepts behind M&M’s first edition created not only a superb superhero game but rethought D20 mechanics to inspire the “True 20” game Blue Rose.

As Green Ronin designer Steve Kenson puts it in the new edition’s “Foreward”, the core idea behind M&M was to take the fundamentally sound D20 mechanic and apply it to everything across the board, including damage effects. The other idea was to ditch the class-dependent system of other D20 based games (which served to undermine previous D20 supers game attempts) and, like both HERO System and Mayfair’s DC HEROES, build characters on a point base which in this case is dependent on “power level.” The end result gives us everything that works about D20- familiar ability scores and a user-friendly dice mechanic- and ditches everything that doesn’t (a long list, but I think ‘attacks of opportunity’ is at the top of it, followed by that class system).

The Book: Like many game books these days, M&M 2 is both thin and expensive, adding up to 256 pages with character sheets for $39.95. It is however of very high physical quality and very attractive. The typeface and logos are of the same kind used in the original edition, and are easy to read. Each chapter is furthermore color-coded so that the color trim of each chapter is different, making things a bit easier to look up. Several game concepts are explained on the same page with sidebars entitled “Under the Hood” (which as in Watchmen has a double meaning).

I personally think that the artwork in general is of very high quality (although some on RPG.net disagree), including lots of that good ol’ Ramon Perez art. Perez also did the cover, and it’s decent, if not his best work. My only objection to it is that it’s a bit misleading; it shows Centurion in battle with the uber-villain Omega, and in the Green Ronin metaplot, Centurion is no longer the “main” hero because Centurion died saving Earth from Omega years ago. And unlike Superman, he did NOT come back.

The Introduction actually does a pretty good job of starting with the obligatory “what is a roleplaying game” bit by using it as a primer on the D20 rules for those who aren’t already aware of them; add your stat and skill bonuses to a d20 roll in order to beat a GM-assigned difficulty number, with higher-difficulty tasks requiring a higher Difficulty Class (DC), which means you always want to roll high. The “Under the Hood” section here details the principal differences between M&M 2nd Edition and other D20 games (namely in the use of only the d20) and certain differences between the new game and the first edition, which are also explained later. The Introduction then goes on to discuss necessary concepts like “taking 10” on an extended test, modifiers for tools, aiding another character, etc. Some concepts unique to M&M are introduced, such as the saving throw against damage and the use of hero points (discussed later). Finally, there’s a glossary of terms commonly used in the game.

Chapter 1: Hero Creation goes into further detail on the basics of creating a character, which touches on the major changes between the first edition and second. Specifically, ability scores no longer provide their modifiers to attack and defense; rather these are stats bought separately. Feats used to cost 2 power points and now cost 1. Skills are now bought with 4 ranks per power point spent. There are now "drawbacks" instead of weaknesses that add to one's starting points. The formula for designing powers has also been tweaked, as explained fully in Chapter 5.

To give some idea of how this works, the game presents 13 "hero archetypes" like Battlesuit-wearer, Energy Controller and Shapeshifter, with character stat blocks over 7 pages and a sidebar detailing exactly how much power points each cost to make and where the points were spent. They even add up correctly.

There are two other major changes: While the original game gave humans a max of 20 for ability scores and obliged even the "trained adventurer" characters to use Super-Attribute powers, it is now possible to buy abilities as high as desired, subject to available points and "power level." Power level is the other major change; while the first edition always did base character creation on level (starting heroes being 10th level with 150 points, or 15 per level), M&M 2 uses power level in the same way that Fuzion uses the Rule of X, as a general measure of the campaign's maximum power level for PCs. Generally, this affects things like attack bonus, defense bonus, and attack bonus/saving throw difficulties on one's powers; e.g. a power level 10 character can have +10 in attack, defense and damage bonus on any given power.

The neat thing about this is that you can customize things somewhat with GM permission, for instance by making a strongman who trades off Defense (easier to hit) for Toughness save (harder to damage). Some of the archetypes in this chapter are designed in such a way. The chapter concludes with specifically detailed hero creation examples of a "Costumed Adventurer" and Energy Controller.

Chapter 2: Abilities goes over the familiar D&D ability scores of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma and how their use differs from other D20 games. Characters start with a base of 10 in each and it costs 1 power point per point of attribute (or a gain of 1 PP per point below normal). As in D20, a stat can go no lower than 0, but again, there is now no limit to how high a stat could be raised other than the power level that the GM sets for characters. In addition to de-coupling high Strength from attack bonus (which needed to be done anyway) and Defense from Dexterity bonus (not all people who can dodge well are good at Dex-based skills), M&M does not give a skill bonus for high Intelligence (but skills also cost much less now).

The game also counts the following as "abilities": attack bonus, defense bonus and saving throws, including the damage save (now called Toughness save). Saves can be increased on a 1 power point per point basis, while attack and defense scores are bought at 2 points per +1. The tricky thing here is that ability mods still add to saving throws, but there is still a limit to how high a save can get (generally campaign PL+5), so if you want to build a character with a maximum save in one category you need to factor in the ability before spending points on the save category.

Also certain abilties (namely Strength) have their own associated capacities such as carrying capacity, jumping distance, and so on. The practical limit is still set by the campaign limit on Strength (so a PL 10 limit gives maximum Strength of 31, or +10 damage bonus) but if one wants really impressive Strength feats you can also buy new powers like Super-Strength that specifically increase carrying capacity rather than damage.

Chapter 3: Skills is fairly self-explanatory for someone who's already played D&D. A character is limited to PL+5 ranks in a skill (as opposed to level +3 in D&D) but still gets to add any associated attribute modifier.

Chapter 4: Feats differs considerably from how feats are done in D&D, not least because they're bought with points and it is thus possible for a character to have more feats than skills, or even ranks in skills. Certain feats (like Improved Initiative) can be bought more than once (so two points would buy Improved Initiative 2, good for +8 on Initiative score). The options provided by feats go a long way toward customizing a character, especially for the trained vigilante types who don't have actual superpowers. For instance, Benefit allows a miscellaneous benefit (similar to Perks in HERO or some Advantages in GURPS), while Equipment assigns 5 points per rank in mundane equipment (see Chapter 7).

Chapter 5: Powers as you would expect, is a major part of the rules system. Like most things in the game, powers are bought in ranks, but the rank ratio depends on how useful or effective the power in question is; e.g. Shapeshifting is 8 points per rank and Space Travel (which only allows you to move faster-than-light) is 1 point- one is much more useful in combat and noncombat situations than the other.

M&M, like HERO System and even D&D 3.5, puts a lot of emphasis on a power's "descriptor" or special effect, with the possibility of fire and water powers cancelling out, or a magical creature having damage immunity that doesn't apply against silver weapons. This means it's possible to have generic powers like Snare (entangle/hold) with descriptors based on webbing, glue, chains or whatever. However, the game also has a few powers specifically based on descriptor, like Sonic Control or Hellfire Control. Generally these differences mean that it's possible to counter a given power, as in the fire/water example. Some powers also have separate lists of Alternate Powers that they're eligible for (see below). So generally M&M 2 seems to take a middle stance between the descriptor based approach of D&D (and most superhero games, like DC HEROES) and the generic effect approach of HERO.

M&M 2 also groups powers by category, namely Attack, Defense, Movement (self-explanatory), Alteration (powers that alter oneself or a target), Mental (mind-affecting powers that require a Will save), Sensory (powers that either enhance or fool the senses), Trait (powers that adjust character traits) and General (anything else). In some cases, a character must make a power check using his power ranks as a bonus, against a certain DC. In some cases, this is an opposed roll, as in using a Mind Control check and comparing it to a target's Will save.

As in other supers games, it is possible to customize powers with Extras (making them more powerful) and Flaws (making them less useful). Similar to DC HEROES but as opposed to HERO, these are assigned as whole numbers that affect the cost of each rank (Shapeshift with the Limited category Flaw is -1 per rank, so 7 points per). The exception to the whole number rule is that once modifiers reduce a power cost below 1 power point per rank, the cost becomes a ratio (a power with a base cost of 1 PP and -2 in flaws is bought at a cost of 1 PP per 3 ranks). Some of these modifiers are specific to a power and listed in that power's description, while other modifiers are universal and listed separately.

It is also possible to give power feats to certain abilities; these are bought with 1 point per, like other feats, and not subject to extras and flaws. Unlike modifiers, they can also be applied at will and are not an "always on" part of the power. Of particular importance is the "Alternate Power" feat that allows you to use another power of the same descriptor in an array, similar to what HERO calls a Multipower. For one thing, the new Magic power (replacing what used to be called Sorcery) is designed around Alternate Powers.

Chapter 6: Characteristics deals with the miscellaneous aspects of the character, like "who is he and how did he get his powers?" Coming up with answers to these questions before play is usually a good idea, but it's amazing how often some players don't bother. There is an option for allegiance (similar to alignment, although it can be applied abstractly, like allegiance to the nation). This chapter also gives rules for extra effort (pushing a roll to gain a bonus, which causes the character fatigue). There are also rules for hero points, which can be used for several purposes (like cancelling the fatigue for extra effort). You only start with 1 hero point, and accumulate them during the game, but cannot accumulate them between games. How does one get them? Generally by going through comic-book type situations, performing acts of heroism, having to deal with the complications of a secret ID, ending up in a deathtrap- anything that causes the plot to move along in appropriate genre fashion. The neat thing about this is that the mechanic creates its own structure for setting up stories, and while similar to the DC HEROES use of hero points, doesn't make them so ubiquitous that the game bogs down into hero point "bidding wars."

It is also possible for a character to take drawbacks during character creation that cause the character a weakness in some circumstance or limit the use of his powers in some way. M&M, like Silver Age Sentinels, does not give character points for having a frail relative, having a secret ID or having to roleplay a psychological trait, but these are aspects of the character that complicate his life- hence they are in-game ‘complications’ that can earn hero points. The general rule is that a complication is something that is roleplayed, while a drawback usually has a physical, in-game effect on the character’s abilities. (As Steve D put it on the forums, “Kryptonite is a drawback. Having Lois Lane on your case is a complication.”)

Chapter 7: Devices & Equipment goes over the equipment that characters use. The distinction between devices and regular equipment is that a Device is a subtype of Power that provides that power to the character, and is usually personal to the character, whereas equipment is usually a mundane item or set of items that supplement the character but are not unique to him. The ‘Under the Hood’ section here does a good job of explaining the difference; for instance a mundane sword is equipment, but a magical weapon that can slice through tank armor is a device.

One interesting aspect of these rules is that it is possible for characters with the Inventor feat to develop one-shot devices, reflecting the comicbook idea that heroes frequently create such things for a single mission and then never use them again. (It's also possible for a character with the "Ritualist" feat to do something similar with magic spells.)

The chapter also details stats on real-world equipment and presents an optional Wealth stat (basically making the check against the item's "Purchase DC"). This section also includes the rules for buying vehicles, headquarters buildings, and even robot constructs.

Chapter 8: Combat details the combat rules, which work much like other D20 games. All characters roll initiative once for the combat, and a character is still "flat-footed" (gets only half Defense bonus) until his Initiative score comes up. In M&M, each round of combat represents 6 seconds of real time. Unlike some games, M&M 2 doesn't provide "extra action" modifiers for high-speed heroes, on the grounds that a. speedsters really don't get to work hundreds of times more efficiently than other characters in actual comic books, and b. all those actions would bog down the game. (It's still possible for a character to use attacks with an Autofire extra, though.)

The principal difference between M&M and all other games is that damage is never rolled, and neither are hit points. Instead, any attack that hits requires a Toughness save vs. a DC of 15 plus the attack's damage bonus (a normal punch in the face would just be 15, but an attack with +10 rank is DC 25). Succeeding in the roll means the attack had no real effect. Failing the roll results in damage depending on how badly the roll failed. Missing by less than 5 causes a bruise, for -1 to future Toughness saves. Missing by 5 or more causes the character to be bruised and stunned and unable to act next round; missing by 10 causes a stun and staggered result (unable to take full actions); missing by 15 causes the character to be unconscious. Bruise conditions can be healed at the rate of 1 per 10 minutes. Lethal damage is similar, but is cumulative with bruise damage, heals at the rate of once per hour of rest, and missing the save by 15 means you die. This intentionally makes combat more unpredictable than in games where characters have scads of hit points- if it's TOO unpredictable, that's why there's hero points.

The chapter also has a glossary of what all the various technical terms mean (fatigue vs. exhausted, etc.) along with rules for things like environmental conditions, disease and its effects on the character, and inflicting damage on objects.

Chapter 9: Gamemastering is also fairly self-explanatory. Some of the advice could apply to most games (like don't let players make psycho-killer loner "heroes"), and some is based on the conditions of the rules. For instance the 50/50 rule states that if the average person with no modifiers rolled a d20 to perform an "average" task of DC 10, he would succeed about 50% of the time. Thus in determining what is an average task for a given character, you just subtract 10 from the DC; a "Challenging" task of DC 20 would be of average difficulty for someone with +10 in the relevant skill. And again, some of the setbacks heroes encounter in comicbooks (which some players object to) are also rewarded with hero points, which makes such setbacks more plausible and acceptable.

There's also a d100 random chart for adventure ideas, which is pretty neat in itself.

Chapter 10: World-Building is another gamemaster chapter, giving an overview of the various campaign settings and styles possible in the game. In comics, superhero stories vary wildly in tone, and like SAS and Champions, this book does a historical recollection of everything from Golden Age to Iron Age, along with analysis of each age's style and usefulness in a campaign. The book says that the style of the game could be anywhere from four-color comics to gritty and realistic, but it's clear (especially from the abstracted rules for things like damage) that the sympathy of the book is with Silver Age to Bronze Age type material that is fairly sophisticated but still "family-friendly" and optimistic. It doesn't hurt that this now seems to be the currently popular mode of superhero story in the media.

This section also goes over the potential character concepts in superhero books for both heroes and villains, reviewing the various origin types like mutation, magic, etc. These descriptions go over certain appropriate character themes and character origin concepts. The chapter also goes over some other necessary setting questions, like how the GM's world addresses the use of superpowers under the law.

Chapter 11: Friends & Foes goes over the important types of NPCs in the campaign. Despite the name, the main focus is on villains, including a brief look at the "Power Level X" villain who is essentially a walking plot device with almost limitless powers. The body of the chapter, however, gives game descriptions of villain archetypes such as the Brain in a Jar and the Sinister Simian. This section is neat not only because of the character concepts but because it gives you some idea of how to make certain "templates" in the M&M rules (for instance, the Vampire Lord, like D&D Undead, has no Constitution score and certain innate abilities for being undead; in the game this is bought by first buying down his Con and then buying a rank 30 Immunity power against all Fortitude-based effects.)

The chapter also includes brief stat blocks for "supporting characters" like security agents, thugs and reporters, along with normal animals and writeups for monsters like warrior demons and robots.

Introductory Adventures gives two introductory setups for a game, one based on the typical supervillains-rob-a-bank scenario, another based on the Freedom City setting where the new heroes are invited to join the famous Freedom League. The second one has a few fun twists, especially with the main villain.

AND NOW, The Big Question:

Is Mutants & Masterminds 2nd Edition better than HERO System 5th Edition Revised? Well… it depends on what you want. It has been pointed out numerous times by others that M&M has a very streamlined character generation system and certainly a more streamlined combat system, but then M&M is on the edge of “streamlined” combat, next to diceless. HERO certainly has more rules, in my opinion it has much better martial arts and combat rules, but on the other hand, the sheer scope of options available in HERO intimidates (or irritates) some.

However, there are just as many people who simply don’t like D20 period, and the backlash factor can’t be underestimated. Not every game can do everything, but for all the attempts to make D20 a universal system- and M&M comes closer than anything else I’ve seen- it doesn’t work quite as well as something like HERO that is intended to be such. I’ve written reviews of both CONAN (an OGL/D20 game) and The Valdorian Age (a Swords & Sorcery setting for Fantasy HERO) and in the latter review I did say that I thought CONAN was far better at what it tried to do, but The Valdorian Age still had a potential appeal in the specific fact that it was not D20 based.

Now, because I am a Hero fan, because M&M 2nd still doesn’t have enough “crunch” details for me, and because I think the D20 bell curve has too much curve to it, I am NOT going to tell you that Mutants & Masterminds 2nd Edition is a better game than HERO System 5th Edition Revised. It is, however, almost as good, which for the casual gamer may be good enough. Put more precisely, M&M 2 is good enough that one’s preference for HERO over M&M or vice versa ultimately comes down to a matter of aesthetic preferences.

(Note to Hero Games: This means that aesthetics matter.)

Style: 4

The new edition of M&M maintains the already high graphics standard of the Green Ronin books, and is laid out in a very user-friendly manner.

Substance: 4

Mutants & Masterminds 2nd Edition takes an already strong base and improves the rules even further, resulting in what may be the best D20-based game ever.

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Re: [RPG]: Mutants & Masterminds 2nd Edition, reviewed by James Gillen (4/4)Black MambaApril 6, 2006 [ 02:00 pm ]
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Re: [RPG]: Mutants & Masterminds 2nd Edition, reviewed by James Gillen (4/4)James GillenApril 2, 2006 [ 08:37 pm ]
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Re: [RPG]: Mutants & Masterminds 2nd Edition, reviewed by James Gillen (4/4)James GillenApril 1, 2006 [ 07:54 pm ]
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Re: [RPG]: Mutants & Masterminds 2nd Edition, reviewed by James Gillen (4/4)The Hooded RoninApril 1, 2006 [ 01:03 pm ]
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Re: [RPG]: Mutants & Masterminds 2nd Edition, reviewed by James Gillen (4/4)James GillenMarch 31, 2006 [ 08:07 pm ]
Re: [RPG]: Mutants & Masterminds 2nd Edition, reviewed by James Gillen (4/4)The Hooded RoninMarch 31, 2006 [ 02:18 pm ]
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