Most of the gamers I know were (or are) into comics of some type. Whether it's Clamp Japanese comics, gritty independent titles like
Preacher, artistic graphic novels like
Ronin or
Black Orchid, or mainstream stuff from Marvel, we all like superheroes.
Mutants & Masterminds attempts to bring that relationship into the d20 arena (though it's not the first attempt) as the "World's Greatest Superhero RPG". They say it ain't bragging if it's true, but we'll see if
M&M is a real game shop hero or just some nut job in a cape.
One thing every super guy or gal needs is a fancy, slick costume that fits his or her powers well.
M&M fits that bill. This book is simply the best-looking roleplaying product I've laid eyes on. The layout is professional, the art is not only expertly rendered and colored, but it's also right on genre, and the paper and printing are perfect choices. Only
d20 Star Wars comes close in clever and relevant use of visual elements and typography--this book is beyond typical fair even from industry leaders. Just so everyone knows, this book could have weighed in at a much higher page count with less-skilled design work--only the forced justification of the prose runs counter to the ideals of beauty and page-bloat prevention.
Unfortunately, the game design in
M&M doesn't start out with such a bang. The archetype characters all have statistics flaws in their calculations that make it so they're not even good examples of how to create a character. Green Ronin has provided all of these characters revised in a PDF on their website, but it's a shame the book went to print with such a problem (and other similar, if smaller, faults).
If that foible can be ignored, the game just gets better from there. Steve Kenson took the d20 character development system and revamped it for superheroes. Each character has a "power level" (10 is the recommended starting level) and "power points" to spend on any ability, and the total given to any one attribute is limited only by power level. Power level limits attack and defense bonuses, skill ranks, power rank (the potency of super powers), but not how many feats a hero has. Feat prerequisites do that job.
The system is quite an ingenious development on the d20 system, and the reason why
Mutants & Masterminds doesn't bear the d20 logo. Thanks goodness Green Ronin decided to go that route and grace us with their system, pushing the envelope of d20 possibilities even further. One notes, however, that a power level 1 character is actually weaker than a 1st-level
D&D character--15 power points don't go very far when you have to buy ability scores, skills, feats, and other abilities, even when the system has a way to gain extra power points for character creation. Enter weaknesses.
Weaknesses are tragic flaws a character possesses. This is hardly new in the roleplaying arena, but it definitely fits the genre. Regrettably,
M&M only lists nine possible weaknesses, though the weakness "Quirk" opens the door to a variety of other potential flaws. Further, weaknesses are inflexible, all worth +10 power points--yet, some things are just more of a disadvantage than others.
Mutants & Masterminds is good at giving choices, though. Even the weakness section of the book explains how a clever GM can (and should) make up weaknesses, or allow players to do so. Tasty chunks of this sort of advice are found here and there in sidebars and occasionally in the main text or devoted section. Modify to your heart's content, because Kenson has certainly given you the tools and insight into the process. Throughout this super-heroic tome we find similar attitudes towards super powers, feats, and skills.
There's really little need to devise skills (as Kenson notes), however. Sticking to the task of being a stand-alone roleplaying game, the skills section of the book starts out with explanation on how to use skills. This is old-hat to d20 veterans, but essential in making
M&M what it really is--a product that requires no other to use. So, there's no mystery why each part of the book delineates d20 rules as they apply to superheroes, with a few relevant additions.
Back to skills, though, there are some less-than-relevant additions to the skill list. (Perhaps Kenson should have followed his own advice.) Take Science, which is so clearly a Knowledge skill it basically uses much of the same text. The difference between the two is that another Science check can be made (perhaps) after some research. Other additions (like Taunt) are really uses for existing skills (like Bluff).
Many of the new feats have more relevance, considering the genre, while others are cleverly crafted from their d20 SRD counterparts, and still others leave a huge question mark over one's head. Aerial Combat, a new feat, gives the caped crusader some better skills while fighting in flight and Minions (modified Leadership) gives that pesky villain all of his annoying thugs, with the option to get bonuses to leadership via Intelligence (the genius leader, begging the question, what about he who leads by fear? Add the Strength modifier to the Minions score?). Questionable feats include things like Attack Finesse (Weapon Finesse without any limitation) or Chokehold, which merely allows one to choke a grappled opponent--shouldn't that be a possible maneuver without a feat? These minor problems don't mar the rules here, and the addition of super-feats, feats that are "
definitely superhuman", rounds out the possible powers for a character well.
Where would the game be without super powers? Well, it'd be in another genre, but
M&M serves up the godlike potency on a plate, with all the condiments. In fact, as it should be, one of the largest sections of the book is devoted to powers, and boy did they pack it in. Not only has Kenson managed to create a very comprehensive list of powers, he gives suggestions for new ones, how to alter existing ones with negative (flaws) and positive (stunts) effects, and tools for calculating how a power works. Knowing full well that no mortal can make a list of powers that satisfies every comic-book taste, a whole, wonderful section is devoted to power creation--complete with samples.
Some of the powers, however, don't to consider the full range of possibility implied by their use. Protection (and its derivative power, Armor) is too effective. A considerable Protection power renders one virtually invulnerable to any form of attack, while even a moderate one is good enough to bounce bullets off of a character's chest. Shape Matter allows one to reform matter, including the material bodies of construct characters (like robots), but it can't be used to damage such creatures. Gravity Control lets a character to encumber an opponent to the point of immobility, but pushing the gravity to the point of crushing a victim isn't considered (though it probably could be added with some careful thought). Still, Kenson has done a titan's task of producing such a wide-ranging list of super abilities.
M&M doesn't stop there, however. It contains rules for devices of all sorts, and essential tool for many heroes (and some campaigns, no doubt). These mechanics really work for most devices, and they're simple. The only basic problem was the suggestion that even mundane equipment cost power points if the hero has "regular" access to it. While balanced, forcing a character to pay
any power points for, say, a quarterstaff (much less 3) is silly. Does that 15-power-point woman on the street have to cough up those points for the .38, and license to carry, she's got in her purse? What about the thug with the shotgun? Charging power points for a super-science (or another "super-powered") device is still fair without such contrivances. Most GMs are smart enough to know where the line is drawn. Scrutiny of the device rules, however, reveals more insidious problems in the mechanics that aren't obvious at first read.
Vehicles have speed according to rank, tactical (in feet per round) and travel (in miles per hour or mph). The problem here is that the tactical speed is incredibly low for all vehicles--a super-science craft that can travel at more than one million mph only goes 100 feet per round (or 11.36 mph) at tactical speed (or a whopping 45.45 mph at "top speed", which multiplies the speed by a factor by 4). Further, the system modifies driving skill checks bases on speed factor (cautious speed, cruising speed, high speed, and top speed) not actual speed (as
d20 Modern's system does). Thus, it's just as hard to control a donkey cart with a normal speed of 30 feet per round, when it's going at top speed (120 feet per round) as it is to control a fighter jet or corvette stingray at top speed. While it is arguable that certain vehicles have greater or lesser handling (which, if true, should be a feature of the equipment in question), there should be no doubt in anyone's mind that speed is a killer. Yet, in
Mutants & Masterminds, not only is speed not a killer, characters take damage from collisions (unless they're specifically hit by a vehicle) only if the vehicle they're in is
destroyed by the collision. It seems impossible, but this oversight is actually worse than
d20 Modern's manner of handling crash damage to passengers.
Armor is used to reduce damage in
M&M, but it is handled badly as an offshoot of the Protection power, at least from a game design point of view. Plate mail in this game can deflect and completely prevent damage from every conventional weapon listed as an example in the game, barring exceptional strength or a critical hit. That's right, the armor that was discarded by militaries everywhere when gunpowder became widespread deflects everything--at least riot armor comes close to this level of usefulness. The real problem here (form a game, rather than realism, point of view) is that it becomes terribly frustrating in a game when your character can't hurt someone, no matter what. Armor (including the super-powers Armor and Protection) provides just this possibility. It is also this model that prevents easy transfer to other d20 genres, because powerful armors (
sic plate mail or better) virtually require super-human damage or sheer luck to bypass. Armor as damage reduction advocates in the d20 community (that includes me) may do well to take this example into consideration--a more balanced system is needed, perhaps coupling deflection with damage reduction or a rule for minimum damage on a hit.
Ignoring how armor can break the system (acknowledging that it works on a super-heroic level), combat in
M&M includes one of the most innovative things in the d20 field to date--a groundbreaking damage system. This method of injury assessment manages to cleanly work without hit points in a manner that simulates combat and damage in a very satisfying way. Each attack has a damage bonus, which is used in a formula to create a Difficulty Class to resist the damage. A target struck by an attack makes a "Damage Save" against the attack and the margin of failure determines how badly the target is injured, if at all. Despite the system's intent to model super-heroic reality, which it does very well (without the armor problem), it works to mirror our own reality in which you can hit something and do little or no real damage. At the same time, it doesn't become as cumbersome or as abstract as the typical d20 hit point system (including the wacky non-lethal system of
d20 Modern). Kenson was thoughtful enough about his new system to include options like how to deal with "impossible" damage saves, pulling punches, massive damage, a fantastic knockback rule (besides the problem of taking no damage from impact with another object when knocked back), massive damage, and "realistic" options for impairment due to damage. In fact, for the hidebound,
M&M includes a way to translate all of the rules back into hit points. The only possible flaw in the damage mechanics is that healing is handled in a way that isn't clear in some places (do you recover from the disabled condition and then heal any remaining hits, or do hits still heal at the same rate regardless of the disabled condition?) and feels too fast (Heal one stun hit per minute, no matter what? Heal one lethal hit per hour of rest? Take only one day to recover from disabled?). This latter point can be modified per suggestions on realism in
M&M, though, and it probably suits heroic play.
The combat is "simplified" as well. Gone are things like attacks of opportunity and multiple attacks based upon high base attack bonuses, while a few things are added. The former change was meant to speed combat and encourage heroes (and villains) to engage in fisticuffs with armed opponents. Fair enough--I was never a big fan of attacks of opportunity to begin with--but the latter rule change begs the question, "What the heck were you thinking?" Unless I missed something (and I checked again and again), the only way for a character to get multiple attacks is to have access to a feat (like Rapid Strike, which is the Flurry of Blows monk class ability from
D&D), to use a weapon or power that grants multiple shots, or to use more than one weapon. Why no multiple attacks based on a high attack bonus? It has the dual features of being a mysterious choice and a bad one.
Perhaps less important, but strange nonetheless, is the fact that Kenson chose to make it so a character who moves all-out in a round (4x speed) loses his or her Dodge bonuses to Defense (AC). Not only does this rule make no sense on a realistic level (moving targets are
harder to hit), but also it's hardly heroic. Perhaps I don't know my d20 well enough, and this is a standard rule, but I can't find an example of it anywhere else.
Combat otherwise works like familiar d20 combat. Kenson has made some minor tweaks to the rules for attacking objects based on the Damage Save idea, and these changes work better than typical d20 systems. Further,
M&M gives some suggestions for collateral damage (a comic book favorite) based upon the flavor of the game (four-color virtually ignoring such damage and the possibility of hitting bystanders, while gritty games calculate where every missed shot lands). A small section on mental combat, using Wisdom in place of Strength and Dexterity, rounds out the focus on combat very well--much better than typical
D&D psionic combat.
With mixed success, rules for the effects of the environment were adjusted somewhat for the idea of the Damage Save (that is, there's no hit point or subdual damage, so how does the environment affect a character?). Cold and heat are simple and smooth, with a few failed saves leading to unconsciousness and dying. Similarly, falling, poison, disease, and even radiation are given with easy mechanics. Yet, it appears that
M&M characters cannot die of starvation or thirst, and an optional rule in suffocation refers to permanent Intelligence damage based on Constitution loss--but suffocation causes no Constitution loss.
Not to leave any possibility unexplored,
M&M is topped-off with some advice and tools for game mastering--good stuff, down to a few tips for adapting the worlds of certain other, unnamed comics creators. The suggestions for considerations for sculpting your own unique setting are brief, but indispensable for those new to such things. Finally,
M&M ends with a starting adventure for 10th-level heroes, which is a rousing battle for justice and the truth in a mysterious set of circumstances (with a few differing options on what the truth is from which the GM can choose). Counting the villains of this scenario and the book's gallery of villains (suffering some of the same problems as the beginning archetypes), there are thirteen potential foes included in the rulebook.
Besides the great and well-rounded content, this work will see a lot of support, not only from Green Ronin (which already has several books on deck and
Freedom City on shelves), but also from other publishers. The important sections of
M&M are Open Gaming, and Green Ronin has a generous program with which other publishers can claim compatibility with
Mutants & Masterminds. Thus continues one of the great traditions in the Green Ronin production stable--support for the gaming system and legal arrangement that made
M&M possible.
Mutants & Masterminds is as sleek as any costumed powerhouse, even with its flaws. The only unfortunate thing about those failings is the problems they may pose for less experienced gamers. Those with a broad d20 palette are unlikely to be daunted. Regardless,
M&M stands as a colossus among ordinary mortals compared to many other products released in today's market--truly a great work. It has spirit, courage, a good heart, and (not to forget) one heck of an outfit. With the support it's sure to see from both its parent company (Green Ronin) and the d20 community, it may just become the standard for d20 supers (and here's hoping it does). Whether or not this new champion on the scene is the world's greatest superhero RPG is debatable (but likely). That it could earn this title is certainly a possibility--it has the stuff to be a real gaming hero.
(4.5 nudged to 5 for innovation--one of the worst things about
M&M is its unfortunate name abbreviation. Here's hoping Mars candy doesn't cry trademark violation!)
This review was originally written for
Gaming Frontiers on 05/21/03.