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Mutants & Masterminds (Superheroes RPG)

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Title: Mutants & Masterminds (Superheroes RPG)
by Green Ronin, Steve Kenson
ISBN: 0-9723599-1-5
Publisher: Green Ronin Publishing
Pub. Date: 01 September, 2002
Format: Hardcover
Volumes: 1
List Price(USD): $32.95
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Average Customer Rating: 4.07 (14 reviews)

Customer Reviews

Rating: 5
Summary: "d20" supers done well
Comment: As a professional adventure game designer and reviewer, and a long-time fan of superhero roleplaying, I've been waiting for a game to come along which featured full implementation of the concepts in the d20 System engine while still engaging superhero play in a fair and balanced way. Steve Kenson has done a marvelous job of that in Mutants & Masterminds, bringing the best of the Open Source rules, losing the worst, and adding new rules that are at once rational, playable, simple and fun. The book design by Super Unicorn is easy on the eye and enhanced by art provided by a dozen current comic book professionals. The book feels small and intimate for all of its 288 pages, and the value received is exceptional, certainly better than those heavyweight core books from Wizards of the Coast. If you love superhero gaming, or if you love D&D but are thinking of a change and yet don't want to learn a whole new game... BUY THIS BOOK.

Rating: 5
Summary: NO HIT POINTS!
Comment: Mutants and Masterminds is a game which applies the d20 system to the superhero genre. In creating M&M the publishers have taken the system and improved it by eliminating the antiquated elements which were keeping the d20 system in the dark ages. That's right, M&M has no stifeling character classes, no meaningless alignments and, best of all, NO HIT POINTS! That fact alone makes it worth at least 4 stars in my opinion.

I have played most of the superhero games which have been published, including the Marvel and DC games, Villians and Vigillantes, Underground and Champions. The streamlined but playable rules of M&M beat all of them. The rules for powers are highly customizable, allowing players to design the character they want to play. In addition, the rules for gadgets, skills and feats can make a character who doesn't have powers (like, The Punisher from the comics) fun and worth playing. The fact that "supernormals" don't have muich of a chnace was one of my biggest gripes against some other systems, and a big point in M&M's favor for me.

Overall M&M gets my highest recommendations.

Rating: 4
Summary: Rock-em Sock-em RPG
Comment: Simplicity. Its what makes the d20 system so user-friendly and adaptable and the super-simplified Mutants and Masterminds system is what I find appealing about Green Ronin's handling of the super-hero/comic book genre. Super heros don't have hit points, they don't min-max for the wickedest weapon damage dice, they don't have a rule for everything. I'm not knocking d20, I really like it and I really like the rich, detailed characters you can create with it, I just prefer a more simplistic approach to superheros. M&M is a quick, fun game where the emphasis is on action rather than rules and that is so much more reflective of the comicbook world than regular d20 and certainly better suited to simple "4-color" comics than GURPS, etc.

The plethora of powers and the open-endedness of the system makes it possible to create whatever you want and still allow for limitations that make characters balanced in comparison to other characters and villians. The lack of classes makes the possibility of characters with diverse talents feasable (like a character that can heal others with their touch and release damaging blasts of holy fire, etc.).

This book is only one star away from being outstanding because of a lack of editing. When you buy this book you'll need to go to the M&M website and download the errata that goes with the book.

Overall, this is a great system if you're looking for comicbook style roleplay, combat-lite, and versatility. If you want to figure out how many dice of damage Wolverine could do, pick something else.

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