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The separation of STR and DEX from melee and ranged attack bonuses, a staple of most D20 settings, was explained in a sidebar in the section detailing attributes. I appreciate the effort made to center relevant information, such as carrying capacities, size, and speed bundled into the same chapter.
In M&M 1e, skills were bought with power points at a ratio of 1:1, with the GM given the option of making skills less expensive as desired with ratios such as 2 skill points: 1power point, or even 3:1. M&M 2e opens the throttle by stating a ratio of 4:1, which will serve my players well. Skills have been revamped with Spot and Listen falling under Notice, Demoltions being placed under other skills, Hide and Move Silently now are Stealth and so on.
The power limits on characters is balanced with the trade off rule. If you would like one area to be above your power cap, (say a strength bonus above +10 for a PL10 campaign, you would compensate by lowering the character's maximum limit in a relevant stat (the attack bonus in the case of increased strength).
Feats have been overhauled with many general feats that allow the player to specify its benefit: [Favored Environment, Environmental Adaptation, Second Chance, Skill Mastery, Ultimate Effort, Favored opponent, Attack Focus]. The feat trees and prerequisite abilities of 1e have been sidelined, but certain feats can be bought multiple times(marked as Ranked) that gives additional benefit equal to buying the Improved or Greater versions familiar to D20 players.
Players will need to make a copy of the Time and Value Progression chart from page 70, and possibly commit it to memory as it is crucial to making the trabsition between 1e and 2e. The progression works well as a core mechanic, opening up the game more than the 'power of 2'expansion.
For players with 1st and 2nd printings of the book, it is best to calculate cost/rank from the master listing of powers on pp.72-73, unless you have many extras and power feats in mind. At least it makes it simpler to find the base before adding on. 1e players by now understand that extras are permanent additions to powers and power feats are the mutable portions. Flaws and power drawbacks are wisely considered in tailoring powers to fit the character design.
The gear available in the system can be acquired as Equipment via feats, or as Devices via the Power, or bought with a Wealth rating if the optional rule is used. I plan to use each option in any campaign.
The world building and combat sections are well thought out and though provoking in their own rights. The standard npcs and villain archetypes are solid. I personally will comeup with my own character sheet styled for more exhaustive inforation, but that is my own quirk. The blank character sheet in the back can be downloaded from the website without cracking the spine.
The artwork is eye-catching and generally well placed. It also whets your appetite for other material printed by the company to find out more of these people.
All in all, a great read and excellent game. Bye for now.

