Members
Review of Mutants & Masterminds Second Edition


Goto [ Index ]
Mutants & Masterminds Second Edition is a pastiche, inspired by point buy role playing game systems but born from the mechanics of Dungeons & Dragons.

Dungeons & Dragons instituted a system of class levels in its very first commercial release. The class levels supplied the participants with a shorthand for character power. However, by leaving some elements up to chance (hit point and ability scores), the game actually ranked the difficulty of the challenges faced more than they did the power level of the characters. This is to some extent still true in the version of Dungeons & Dragons upon which Mutants & Masterminds is based (3.5 edition) though they have skewed the curves of both hit points and ability scores in order ensure characters are close mathematically to one another at a given level. Mutants & Masterminds removes the random element altogether (often done in individual games of Dungeons & Dragons anyway) and allows the choice of ability scores. The system is more or less restrictive than the Dungeons & Dragons version depending on one's viewpoint.

In Dungeons & Dragons characters are built up. In Mutants & Masterminds characters are built down. Dungeons & Dragons characters are given a baseline from which to work. From this baseline, players choose special powers and talents that can be added, unrestricted save by the plans of the game designers, to the character. Knowledge of the underlying math of the system is not required as the game intends that any talent a character can have is balanced properly so it won't unbalance the game. This may not always be the case but it is certainly the intent. Mutants & Masterminds powers and talents, on the other hand, are built to target numbers. Rather than assigning a baseline as the class level does, the power level assigns a limit to all abilities. The assumed baseline is effectively a zero level being, devoid of talent or drawback. Rather than working up to a level of power, the player visualizes his character's features and buys them with points. However, in Mutants & Masterminds the level of power assigned by the game master limites the effectiveness of those powers to specific levels. while the Dungeons & Dragons character can be built up freely, without regard to the design philosophy of the game, Mutants & Masterminds characters are built with a constant reminder of the structure in which they are built.

Point buy systems have existed almost since the birth of commercial role playing games. Champions, released in 1981 and currently still alive as the Hero System, presents a system in which all abilites are bought using a linear point buy system. GURPS, originally published in 1986, presented in earlier incarnations a non-linear system in which abilities became more expensive as they became more powerful. In its current incaration it features a largely linear generation system, albeit one with a remnant of non-linear costs in its skill system. Hero and GURPS allow a group free range to design characters within a set number of points. No concrete rules are supplied for limiting how points are spent though game designers and players recognize the potential value of some sort of character balancing system. To that end, both games supply guidelines for how capable characters should be in various categories at various levels of power. It leaves it up to the group to decide how strictly the guidelines are adhered to. What this means is that, using the rules as they are written, the games can be played with no eye toward balance between different characters. Using such a system (or non-system) can lead to strangely unbalanced games with frequent one-sided fights, easily overcome obstacles and chaotic probabilities. Though such a situation is certainly realistic, most groups for the sake of game play institute limits on character generation.

Mutants & Masterminds makes the concept of character balance an integral part of character generation in a way more fundamental than any other role playing game I have ever seen. The power level sets concrete, attainable and specific levels for powers, talents and abilities. Adding to this, the sample characters in the book mostly buy their powers to at or near the limits set by their power level. Though a system is in place to trade certain kinds of power level for one another (such as being less tough but more able to dodge attacks), the system leads to an odd situation in which characters are not differentiated from each other mathematically. Rather than being a function of character design, the mathematical differences for characters largely becomes the providence of the twenty sided die rolls used during the game. Though I think this is perfectly fine, I think it might have been better to go all the way with the concept: to assign every character a level for their powers and abilities and remove the idea that somehow the characters are being built with points rather than being built to a target number. In other words, give everyone a power at their power level for free, attacks and defenses appropriate for their power level for free and a smaller pool of points for customization.

That being said, the set-up and play of the game is superb. Character generation is interesting and you really can make almost any superhero you can think of. The consistent math of the game leaves no one dissapointed by the abilities of their characters as they know what to expect out of the gate. It's a solid game.

To this point I've been speaking in generatlities. I am now going to discuss my opinion of a few specifics of the game.

The layout and art of the product are excellent. It's hard to find anything bad to say about the game in that respect except to say that the art is not completely consistent in quality. But it is all good. The book is readable, easily navigable and color coded. Very well done.

Some of the Dungeons & Dragons vestigial bits are annoying. People still roll defense againts static attack numbers. The skills have a numeric system borrowed straight from Dungeons & Dragons without regard to the extrememly high ability scores of the super heroes. The skill grouping could have used some tweaking to better fit the super hero genre. It's all minor quibbling, really.

Really, that's about all the bad I have to say.

Anyone looking for a highly customizable super hero game that doesn't require you to spend much time contemplating the mathematical balance of the game should take a look at Mutants & Masterminds


Copyright © 1996-2013 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2013 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.