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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: The Butcher on January 31, 2013, 09:40:12 AM

Title: Mutants & Masterminds 3e - what's it like?
Post by: The Butcher on January 31, 2013, 09:40:12 AM
After visiting the last, frankly decadent local game store (where I mistook a cardboard box of stuff that had to be salvaged from a backroom storage flood caused by faulty plumbing, for a "bargain bin") for the first time in the better part of a year, I had the opportunity to thumb through a copy of Mutants & Mastermind, 3rd edition.

I was never a huge fan of M&M because it felt too, well, d20-ish, though admittedly 2e was a huge improvement. But to be honest, I never even got around to playing it.

But 3e piqued my interest because (perhaps deliberately, given that it's the system behind the new DC comics official RPG) it does look a bit like ye olde DC Heroes RPG, the Mayfair version, which was my first supers RPG. I didn't quite get a ton of mileage out of it but I loved it, and still cherish the rare occasions I got to play it.

I'm still looking for a supers RPG. Something that's "rules-medium", i.e. has a bit more crunch than BASH or ICONS, but that it's not overwhelming like Champions/Hero. Wild Talents checks most of these boxes for me but it doesn't really support four-color play. Is anyone here playing it? What can you tell me about it?
Title: Mutants & Masterminds 3e - what's it like?
Post by: Wolf, Richard on January 31, 2013, 12:27:44 PM
I've had it since it first came out, haven't had a chance to play it yet, although I have 2e.  Just from reading through the rulebook it looks more or less just like 2e but the plethora of stats are consolidated, and cost more points to create a character.

It's good on one hand (and if I were to play again I'd probably use 3e over 2e) because character creation is simpler and the mechanics are a bit tighter, but on the other using the base 150 point buy results in characters that are both slightly less powerful and are more prone to being archetypal 4-color heroes, like the Flying Brick.  It seems easier and faster to make superheroes that focus heavily around a single tightly themed power like the Flash or Superman but harder to make a character like Batman (or Ironman, or Doctor Strange) that is multitalented and loaded with gadgets.  They were always a challenge to craft with the point-buy system, but now you have to work harder for it.  Perhaps that will change in time with supplements though, but who knows.

This was somewhat of a problem in 2e as well as the system is biased on having maxed out combat stats, so that a maxed out character is balanced as opposed to being overpowered, although I suppose you could tweak that on the GM side of the equation.  This problem seems to only have been excacerbated in 3e because of the inflated cost of abilities.

It's definitely playable, and while I'm only passingly familiar with HERO it seems a lot more streamlined for specifically superhero play than that.
Title: Mutants & Masterminds 3e - what's it like?
Post by: APN on January 31, 2013, 04:13:32 PM
If I recall (the book is at home, I'm stuck in the middle of nowhere on a train - don't worry, I'm not driving it at the moment :P) I felt somewhat confused because characters have Agility and Dexterity AND Fighting. Coming from (and currently GMing) DC Heroes I can see how that makes sense though. You split up what would be covered by DEX in DC Heroes into three stats so that you might have Spiderman, superb at Dodging, better than average fighter and excellent shot with his webs as well as good with his hands at manual dexterity. In DC Heroes, he'd have 11 Dex or something along those lines. That's not right (he's not a better fighter than Batman) so you'd give him say, 7Dex, and fudge it so that his Opposing Value is 11 (or higher when he dodges).

M&M 3e does this by splitting Dex into 3 stats (I don't know how much they were influenced by the DC Heroes game what with Ray Winninger being involved, but I think I really need to take a closer look at M&M 3e and give it a fair crack at the whip) to more accurately portray characters. Thor, for example, would be reasonably acrobatic, a nigh on unmatchable Fighter and I can't remember him ever missing with the hammer, but that might be as much due to the hammer as Thor's accuracy (in the old FASERIP game he had Excellent Agility which was ok, but not great). In the old DC Heroes game he'd have high Weaponry and probably around the 7 Dex level. In M&M he'd have 13+ Fighting, 4+ Agility and 3+ Dex, with ranks of skill for when he's using Mjolnir.

Dammit. I really do need to get the 3e book and give it a serious read now. It's not even a bulletstopper. I bought it because that's what I do (just... buy superhero rpgs... then chuck em on a shelf) but I think I'm doing it an injustice.

If it ditched the D20 for 2D10 the nostalgia factor/pull would be too strong for me to resist (I love DC Heroes RPG and own everything ever published for it) but I don't know how well 3e is supported, or if it's compatible with previous versions (without lots of work).
Title: Mutants & Masterminds 3e - what's it like?
Post by: APN on January 31, 2013, 04:24:11 PM
Also, I recall the character creation process of 1e and 2e (2e particularly) being quite painful. I was used to point buy games but I could never get my head round all the effects and extra bits and pieces you could apply to each power without constantly referring to the book, so it took ages. The GM's kit for 3rd edition is said to have a decent random character generator. Roll a bunch of D20, record the results and play. Seen it's gotten good reviews (for example on youtube (http://www.youtube.com/watch?v=a4eFos3tXhg)) so that would be a decent way of getting into a game with a new group after running through the basics of the rules.

Nnngh. Now I'm gonna have to hunt that down on Amazon. Damn you, little voice in head, stop overriding my wallet control...
Title: Mutants & Masterminds 3e - what's it like?
Post by: Endless Flight on January 31, 2013, 05:45:54 PM
M&M 2e was seen as an improvement (by most) over 1e at the cost of simplicity. 3e filed off more of the d20 system and simplified it a bit, but it's still pretty dense in character creation. I think 2e still has the most fans of any edition. I don't the best edition would have been a cross between 1e and 2e.

In my mind, DCH and MSH are the gold standards for middle-ground complexity in supers gaming. Can't go wrong with either one. M&M2e/3e are in the next bracket above, but not as high as HERO.
Title: Mutants & Masterminds 3e - what's it like?
Post by: The Butcher on January 31, 2013, 06:31:19 PM
Quote from: Endless Flight;623610In my mind, DCH and MSH are the gold standards for middle-ground complexity in supers gaming. Can't go wrong with either one. M&M2e/3e are in the next bracket above, but not as high as HERO.

Yeah, pretty much. I feel like these games left a huge void. ICONS feels like MSH sometimes but it's simpler/lighter. M&M 3e looks like DCH at first glance but it's quite a bit more complex. I kind of hope to find a mid-term between these two in terms of crunch; BASH fell flat with us and Wild Talents is a great system for a certain sort of game (I'd love to run a Hellboy/BPRD type game with it) but doesn't really do justice to four-color supers because combat will fuck you up.

Of all systems out there, Savage Worlds with the Super Powers Companion, is still the closest to this middle-ground that I've found. The very reasons that made me write off SW for pulp men's adventure, make it almost ideal for a Silver Age four-color supers game.
Title: Mutants & Masterminds 3e - what's it like?
Post by: Novastar on January 31, 2013, 06:38:30 PM
I've always felt that M&M was "a simplified d20 version of HERO".

Whether that's good or bad, is up to individual tastes.
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on January 31, 2013, 09:24:46 PM
Quote from: Novastar;623624I've always felt that M&M was "a simplified d20 version of HERO".

Whether that's good or bad, is up to individual tastes.


Pretty much how I feel. On one hand, I liked 1E. D20 warts and all, because it was at its core relatively functional and simple. 2E make things entirely too complex for my tastes. 3E? I hear good things about but after 2E, I'm not really all that interested.

As an aside: The Butcher, how much "swiney" stuff can you stand? Hearts & Souls 2E is needing playtesting, and while I don't consider myself swiney, H&S might look that way to some people. (It is simple, but hopefully more robust than Icons, which I enjoy.)
Title: Mutants & Masterminds 3e - what's it like?
Post by: Soylent Green on February 01, 2013, 02:32:27 AM
Theoretically, when the ICONS sourcebook "With Great Power" comes out it should add a lot of meat to the ICONS power descriptions for those who feel they need it. Kenson recently said it's still on track for release end of February/early March, but of after the delays with the "Team-Up" one is cautious about ICONS release dates too seriously.
Title: Mutants & Masterminds 3e - what's it like?
Post by: RPGPundit on February 02, 2013, 12:51:52 AM
I vastly prefer ICONS. To any other supers game, really.

RPGPundit
Title: Mutants & Masterminds 3e - what's it like?
Post by: Novastar on February 02, 2013, 02:03:04 AM
Quote from: RPGPundit;624039I vastly prefer ICONS. To any other supers game, really.
Well, we can't all be perfect.

:p
Title: Mutants & Masterminds 3e - what's it like?
Post by: Caesar Slaad on February 02, 2013, 09:08:11 AM
I feel as if they improved the emulation of hero archetypes by splitting strength and dexterity. They also made many powers much more playable by sorting then into "staged" effects.

Downside, they changed a bunch of terminology for no good reason.

I still prefer DC Heroes myself. I have been having some fun with ICONS with the kids, but for adult game tables, I find it too overly simplifies with powers that are too vaguely defined.
Title: Mutants & Masterminds 3e - what's it like?
Post by: The Butcher on February 03, 2013, 07:01:27 PM
Quote from: Silverlion;623666As an aside: The Butcher, how much "swiney" stuff can you stand? Hearts & Souls 2E is needing playtesting, and while I don't consider myself swiney, H&S might look that way to some people. (It is simple, but hopefully more robust than Icons, which I enjoy.)

Since Pundit uses "Swine" as offhand for "stuff I don't like in the game for reasons I can't articulate", it's anyone's guess. What's "swiney" about it?
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on February 03, 2013, 07:12:10 PM
Quote from: The Butcher;624575Since Pundit uses "Swine" as offhand for "stuff I don't like in the game for reasons I can't articulate", it's anyone's guess. What's "swiney" about it?


It uses "Stress" as a mechanic, it uses monologues and banter to empower characters to succeed rather than point systems like M&M/FATE. It has a vague hand-wavey ability to manipulate some events (mostly through in character actions) for example the Triumphant moment rule, where a hero can ignore stress to smack down the bad guy at the last minute but suffers more for it.
Title: Mutants & Masterminds 3e - what's it like?
Post by: RPGPundit on February 04, 2013, 01:41:59 AM
Silverlion, would you say you made it "swinier" than the previous edition?

RPGPundit
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on February 04, 2013, 05:33:44 AM
Quote from: RPGPundit;624655Silverlion, would you say you made it "swinier" than the previous edition?

RPGPundit

Not sure. I'm trying to avoid it in general, but I'm a pretty rule light with emphasis on "does the game fit the genre" kind of thing, so it  might fall that way accidentally.


While I know Pundit doesn't have time, I'd appreciate you taking a look Butcher--there is a link to a slightly older playtest draft here. (http://silverlionstudios.com/blog/wp-content/uploads/2013/01/HSbetatest.pdf)
Title: Mutants & Masterminds 3e - what's it like?
Post by: RPGPundit on February 05, 2013, 01:00:50 AM
I'm sorry that I don't have time, but its really true; with my planned move, my work, the blog and website, my gaming, masonry, and writing reviews for published products I'm afraid I really wouldn't be able to do a fair job of looking over someone's beta rules.

RPGPundit
Title: Mutants & Masterminds 3e - what's it like?
Post by: James Gillen on February 05, 2013, 03:14:18 AM
Quote from: The Butcher;624575Since Pundit uses "Swine" as offhand for "stuff I don't like in the game for reasons I can't articulate", it's anyone's guess. What's "swiney" about it?

Now it's got pulled pork AND bacon.

JG
Title: Mutants & Masterminds 3e - what's it like?
Post by: The Butcher on February 05, 2013, 03:19:47 PM
Quote from: Silverlion;624689While I know Pundit doesn't have time, I'd appreciate you taking a look Butcher--there is a link to a slightly older playtest draft here. (http://silverlionstudios.com/blog/wp-content/uploads/2013/01/HSbetatest.pdf)

Thanks for the link. I gave it a read.

The Stress mechanic is interesting and I can see it doing a great job of emulating certain four-color tropes (esp. Banter and Monologues), but still a bit more abstract than I like my rules to be. I really, really like the Powers system, though.
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on February 05, 2013, 07:15:05 PM
Quote from: The Butcher;625206Thanks for the link. I gave it a read.

The Stress mechanic is interesting and I can see it doing a great job of emulating certain four-color tropes (esp. Banter and Monologues), but still a bit more abstract than I like my rules to be. I really, really like the Powers system, though.

Awesome. I can understand it being too abstract for some. Still honing it down to a fine edge of playability.

You might try D6 Powers Expanded and Revised if you want more crunch and don't mind the d6 system. The Expanded version is a complete supers game built off the D6 version used in the Godsend Agenda RPG. It is fairly concrete in terms of most things.

Of course M&M3E may scratch your itch too. There are several I'm not very familiar with available as PDF's like Invincible which was pretty crunchy when I read the playtest draft. I don't know about 'Heroes Wear Masks."

There is also Capes, Cowls, and Villains Foul. Which is a crunchier version of Cartoon Action Hour, but its got some abstractions too--notably setback tokens.
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on February 05, 2013, 07:15:39 PM
Quote from: RPGPundit;624974I'm sorry that I don't have time, but its really true; with my planned move, my work, the blog and website, my gaming, masonry, and writing reviews for published products I'm afraid I really wouldn't be able to do a fair job of looking over someone's beta rules.

RPGPundit


No worries man! I do understand.
Title: Mutants & Masterminds 3e - what's it like?
Post by: The Butcher on February 24, 2013, 05:35:44 PM
Let's necro this bitch.

Quote from: Silverlion;625297You might try D6 Powers Expanded and Revised if you want more crunch and don't mind the d6 system. The Expanded version is a complete supers game built off the D6 version used in the Godsend Agenda RPG. It is fairly concrete in terms of most things.

I love the D6 system but $20 for the PDF is a tad more than I'm usually willing to dish out. Pity WEG never did a D6 Supers, or it could have been released along with the rest of the D6 line.

Quote from: Silverlion;625297Of course M&M3E may scratch your itch too.

I've been reading both M&M 3e and the Hero 6e Basic Rulebook on and off and they look close enough to what I want. It's probably going to be either this or I write my own system (DCH/MEGS retro-clone anyone?).

If you had to invest your time in learning either one of these, which would it be?
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on February 24, 2013, 06:41:59 PM
Quote from: The Butcher;631500L
I've been reading both M&M 3e and the Hero 6e Basic Rulebook on and off and they look close enough to what I want. It's probably going to be either this or I write my own system (DCH/MEGS retro-clone anyone?).

If you had to invest your time in learning either one of these, which would it be?



Both M&M3E and Hero6e are both solid options with solid support and lots of fans which would allow you to have plenty of players.

I'd probably learn M&M over Hero these days for a SUPERS game, but if I was wanting something broader but also good for superheroes then I'd probably go with Hero. As complex as it is, but I'll be honest both are too complex for me.

DC/Megs retroclone would be cool.
Title: Mutants & Masterminds 3e - what's it like?
Post by: APN on February 25, 2013, 06:52:12 AM
The legal quagmire of the DC Heroes MEGs system has put anyone off (so far) retro cloning it I think. Plus you can buy (quite cheaply) Blood of Heroes but that raises it's own question - if DC claim the books and all rights (including system) reverted to them and Pulsar never had a legal right to own it, why then are Amazon and the like allowed to sell new unused copies of the Blood of Heroes book? Shouldn't they have all have been pulled or pulped?

In truth I think if you make enough changes (complete rewrite), ditch the table, simplify things in places and change the various terms it would pass under the radar of DC or Pulsar, or whomever claims to own the game. Plus if you throw it out there for free, how much is anyone likely to be able to sue you for? A cut of the profits? Zero then. It's that Game Mechanics can't be copyrighted thing rearing its head, only the expression of them (how they are written, and what the book looks like) I think, but I'm no legal expert.

For maximum protection wear a mask whilst writing it and release it under your superhero codename.

Just don't put lots of pictures of Succubi (???) in, like Blood of Heroes...
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on February 25, 2013, 07:00:03 AM
Quote from: APN;631583Just don't put lots of pictures of Succubi (???) in, like Blood of Heroes...


Please, this..
Title: Mutants & Masterminds 3e - what's it like?
Post by: James Gillen on February 25, 2013, 02:49:32 PM
Quote from: APN;631583Just don't put lots of pictures of Succubi (???) in, like Blood of Heroes...

At least if you're going to do that, get an artist who's not 14.

JG
Title: Mutants & Masterminds 3e - what's it like?
Post by: Silverlion on February 25, 2013, 07:01:07 PM
Quote from: James Gillen;631711At least if you're going to do that, get an artist who's not 14.

JG


And make sure you've well written NPC's, and no house rules that break the game.
Title: Mutants & Masterminds 3e - what's it like?
Post by: The Butcher on February 25, 2013, 07:06:55 PM
Quote from: APN;631583For maximum protection wear a mask whilst writing it and release it under your superhero codename.

I live in South America and that's a pretty good superpower against C&Ds. Who knows, I might write a Palladium retro-clone one of these days. ;)
Title: Mutants & Masterminds 3e - what's it like?
Post by: Novastar on February 26, 2013, 12:13:42 AM
Quote from: The Butcher;631777Who knows, I might write a Palladium retro-clone one of these days. ;)
Someone already is, both previously published by Palladium.
Title: Mutants & Masterminds 3e - what's it like?
Post by: James Gillen on February 26, 2013, 03:43:50 AM
Quote from: Novastar;631841Someone already is, both previously published by Palladium.

Palladium Games: RPG company or Dr. Who episode?

JG
Title: Mutants & Masterminds 3e - what's it like?
Post by: APN on February 26, 2013, 04:57:06 AM
Think it's gone all quiet on the Palladium™ front. Must be about time for another Infinite™Crisis™of Treachery™ which gets the fans to throw more money into the coffers in return for shit that won't sell in bookshops or gaming stores™.

Maybe I'm being unfair - the Palladium™ game systems™ and Kevin Siembieda™©® have their fans (as well as detractors), and he's a proven survivor™, even if the books I own of his don't register on my 'get that out to play one day' radar and are unsellable on Ebay™.

I'd actually quite enjoy it if Palladium™ came out with an RPG that everyone loved universally™ and it shut up all the detractors™ (me included™).

Can't see it happening before I'm dead from old age though™.
Title: Mutants & Masterminds 3e - what's it like?
Post by: Novastar on February 26, 2013, 01:57:18 PM
Quote from: James Gillen;631887Palladium Games: RPG company or Dr. Who episode?

JG
Two different authors that were published by Palladium, the RPG company.

One has a particular notable, dare I say notorious?, previous staff writer attached to the project.
Title: Mutants & Masterminds 3e - what's it like?
Post by: The Butcher on February 26, 2013, 02:18:58 PM
Quote from: Novastar;632047Two different authors that were published by Palladium, the RPG company.

One has a particular notable, dare I say notorious?, previous staff writer attached to the project.

Fascinating news. Got a link?
Title: Mutants & Masterminds 3e - what's it like?
Post by: Novastar on February 27, 2013, 12:09:44 AM
One hasn't gone public yet (that I know of)...

But the other one is full of munchy-munchy goodness. And by one of my favorite authors (Bill Coffin). (http://misfit-studios.com/blog/press-release/pd46fx-misfit-studios-coming-full-circle/)