Mutants and Masterminds General thread /mmm/

>What is Mutants and Masterminds?

"Mutants & Masterminds, or M&M for short, is an adventure roleplaying game in which you, the players, take on the roles of fictional superheroes having thrilling adventures in an imaginary world. One player, the Gamemaster, takes on the job of creating that world and the stories for the other players to take part in. Together, you create your own tales of heroic action and adventure, like your favorite superhero comic books, television shows, or movies. You don’t need any expensive computers or video game systems to take part though. You just need a book, some friends, and plenty of imagination."

The game is currently in its 3rd edition.

>Links
mutantsandmasterminds.com/

Other urls found in this thread:

d20herosrd.com/7-gadgets-gear/mecha
twitter.com/AnonBabble

How do I shot web?

On a more serious note. I am looking to run a magical girl game for some friends and one of the systems they suggested for running it was Mutants and Masterminds 3e.

Others were Exalted 3e, and scion 2e.

I'm still working out what kind of tone this game is going to have but as far as super systems go how adaptable is M&M?

My own experience with M&M is it works really well in PL 10 and up, while on other levels it's sort of... meh

It adapts pretty well to settings, too.

We don't need a general for this.

>as far as super systems go how adaptable is M&M?

Quite. You'll find powers easy enough to create, no matter what you want. You might have an issue with the way combat works - the no HP in favor of stacking penalties does emulate super hero comics well, but it leads to combat where nothing actually hits/works until one time it does and that's it.

It's obe of the most flexible because of how you build your powers and abilities. With an open minded group and a great DM, it could be used for most anything

>it works really well in PL 10 and up, while on other levels it's sort of... meh

Please explain.

>You might have an issue with the way combat works - the no HP in favor of stacking penalties does emulate super hero comics well, but it leads to combat where nothing actually hits/works until one time it does and that's it.

Does this make it harder to sell combat as dangerous? or is it more the danger closes in on you differently but is still there?

In lower PLs, it suffers more of a problem I noticed in D&D too... it relies _very_ much on the roll, if you hit or miss.
If you roll well during a few rounds of combat, you'll be in a really good spot, while if you roll average/bad, then you don't have a very high chance of hitting the enemy, you will probably even have problems with standard mooks.

In higher levels, mooks are not a problem anymore and you can hit more reliably, even with average rolls (12-15) if you have some good advantages like All-out attack or Aim and the sort. It helps if you boost your chance to hit and you don't have to completely rely on the roll, especially if you roll badly like me.

the laughter of thirsting dice gods.

So after a certain point mooks just can't harm you anymore?

or with good training and equipment can elite mundane mooks still be a problem?

I'm trying to figure out if mooks are a consistent danger in combat or if their main threat comes from the fact that they can be used to carry out tasks or harm non-supers when you are not around or aware of their activities.

Nuffle is not very pleased with me, apparently.

>So after a certain point mooks just can't harm you anymore?
It usually makes sense for heroes to get impervious toughness at a certain point. And when they do, conventional weaponry won't work so well anymore, you know? And with enough high toughness, you can generally save pretty good when they damage you.

With good training and advantages, mooks can be a threat, but they shouldn't be as strong as minor villains or supervillains of course.