Mutants & Masterminds: Difference between revisions

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A tabletop RPG from [[Green Ronin]] Publishing, ''[[Mutants]] [[Magic Ampersand|&]] [[Diabolical Mastermind|Masterminds]]'', also known as ''[[Fan Nickname|M&M]]'', describes itself as "The World's Greatest [[Superhero]] [[Tabletop Games|Role-Playing Game]]." [[DC Comics]] sure seemed to think so. The game uses a heavily modified version<ref> So heavily modified that it is now legally ''not'' a version</ref> of the [[D 20 System]] from ''[[Dungeons and Dragons|Dungeons & Dragons 3rd Edition]]'', and its [[Point Build System|point-buy character creation system]] is designed to allow players to create just about any character they can think of. In fact, the "Roll Call" section of [http://www.atomicthinktank.com the Atomic Think Tank], the official ''Mutants & Masterminds'' forum, contains fan-submitted stats for [[Ultimate Showdown of Ultimate Destiny|pretty much every fictional character that's ever existed]], from [[Superman (Comic Book)|Superman]] to [[Sailor Moon]] to [[Scooby Doo|Shaggy Rogers]]<ref>Even [[Trope-tan]]</ref>.
 
[[Green Ronin]] has recently published ''DC Adventures'', a licensed [[Tabletop Games|RPG]] based on [[The DCU]] and using the 3rd edition of the ''M&M'' rules.
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** Constitution can be a dump stat. Constitution is mostly good for raising Toughness & Fortitude<ref>(It also handles recovery checks, which are nothing to sneeze at, but are more of a "downtime" factor than a combat one.)</ref>, and it costs exactly the same to buy them both up directly. In fact, robot or undead heroes dump their Constitution all the way down to zero and buy immunities and protection<ref>(and regeneration)</ref> to compensate.
* [[Experience Points]]: "Power Points." In a refreshing change of pace from most [[Tabletop Games|RPGs]], they function identically to the [[Point Build System|points]] characters receive at character generation.
* [[Fantasy Kitchen Sink]]: The superhero universes this game is based off of tend to be this way, so the rules support the necessary flexibility to build anything from [[Our Vampires Are Different|vampires]] to [[Everything's Better Withwith Dinosaurs|dinosaurs]] to [[Instant Awesome, Just Add Ninja|ninjas]] to [[Lord of the Rings|ringwraiths]].
** The default Mecha and Manga setting is explicitly intended as an anime-genre kitchen sink: there's martial artists, mech pilots, sorcerers, [[Mons]] trainers and [[Magical Girl|Magical Girls]].
* [[Game System]]: A derivative of the d20 mechanic from D&D3E, though with a completely different character creation system (a [[Point Build System]] instead of a [[Class and Level System]]).
* [[The GM Is a Cheating Bastard]]: Some uses of "GM fiat", where things happen to the PCs with them getting a chance to respond, are allowed, but give the affected players a Hero Point in compensation.
* [[Grappling Withwith Grappling Rules]]:
** In 2E, about as bad as any other d20 game with the caveat that particular powersets have grapple bonuses that can guarantee success.
** The system was changed for 3E/DCA to reduce the ridiculous levels of grapple bonuses at the expense of making it very difficult for even an optimized grappling build to secure a hold.
* [[Guns Are Worthless]]: May or may not be in play, depending on the characters' power level. At low levels, they're a legit threat; by mid level it would take a really terrible roll (or a really fragile character) to even cause a bruise, and at high level it's almost impossible to hurt someone with a normal gun.
* [[Heroic Spirit]]: Represented by the Extra Effort and Hero Point rules, which allow [[Player Character|PCs]] to, for example, get a [[Heroic Second Wind]] or temporarily gain [[New Powers Asas the Plot Demands]].
* [[Hit Points]]: [[Averted]] completely and replaced by damage saving throws. Characters are knocked out/killed by failing the save by a large enough margin, and narrower failures penalize subsequent saves until the character is healed, making this gradually more likely.
* [[Homing Projectile]]: A power feat called Homing can allow many powers to work like this.
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* [[Minmaxers Delight]]: Since the system favors [[Character Customization]], in order to best reflect [[Superhero|the source material]], character creation requires more [[Game Master]] oversight than most RPGs.
** Attacks with Perception as their range can hit anyone the character can perceive with an accurate sense (sight, touch, or some super-sense alternative), at any range, without requiring an attack roll. There are only minor disadvantages such as the modest cost increase, the inability to aim blind, and no ability to boost damage through critical hits or combat maneuvers. Some groups use [[House Rules]] to ban or mitigate it by forcing such attacks to allow an additional saving throw instead or by stipulating that Perception range attacks be at a rank below PL.
* [[New Powers Asas the Plot Demands]]: This ability is built into the core mechanics of the system, for all characters. A mechanic called Extra Effort allows a PC to temporarily gain a new power at the cost of becoming fatigued (though a Hero Point can negate that penalty).
** Variable Powers, such as "Nemesis" and "Shapeshift," allow characters to gain new traits as the situation demands ''without'' the need for Extra Effort or Hero Points. But they are ''very'' expensive, so the character pays a high premium for the flexibility. Further, when using "Nemesis" the GM picks what powers you get.
* [[Omnidisciplinary Scientist]]: Made the rule in 3E where there's one skill, Technology, for all inventors and one skill, Expertise: Science, for all scientists. Even in 1E and 2E, since most skills dealing with science and technology are based on the Intelligence stat, building one of these is both easy and cost-effective.