Newbie questions for Mutants & Masterminds

My son really wants to do a superhero roleplaying adventure and after some lkooking around I am getting Mutants & Masterminds.

However, I am having a great deal of issues / trouble getting anything about the game.

Atomic Thinktank believes I am a child so I am stymied there. I am failing to find much here which I find hard to believe.

So, a few questions or help in directing me if someone could-


1) Basic stuff on creation (book due next week)
2) Conversions of existing comicbook characters?
3) Experiences with the game you wish to share.
 

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My son really wants to do a superhero roleplaying adventure and after some lkooking around I am getting Mutants & Masterminds.

However, I am having a great deal of issues / trouble getting anything about the game.
Bad news for you is that some people never really get it. You may be one of those. That said, I hope I can help out.
Note: I only know the second edition (current edition). From what I have gathered, I am greatful for that.
1) Basic stuff on creation (book due next week)
2) Conversions of existing comicbook characters?
3) Experiences with the game you wish to share.
First, there have been a number of threads about M&M, but most of them are buried by time, so you'll need a subscriber search (or good Google-fu) to find them.
Second, the core mechanic (roll d20, add stuff, compare to DC) is used for everything. Character creation sets the "stuff" that you add and the DCs you force others to roll against. Some stuff, like concealment, has a fixed DC and you don't add anything to the die (DC 5 partial, DC 11 total).

1) Character creation:
Point based with a hard limit imposed by the Power Level (PL) of the characters.
Recommended starting PL is 10; using the benchmarks provided by the book, a PL 10 character is capable of being the solo-defender of a major city. Think Green Lantern, the Flash, or Shazam when they're in their solo-books. Most of the X-Men are around PL 8, human special forces top out around PL 8, and most of the Marvel universe is in the PL 6 to 10 range. Brand new comic heroes have usually just gotten their powers, and are around a PL 7 or 8 (really powerful ones, like 1930's Superman, start around PL 10).
Ability scores, base saves, attack bonus, defense, feats, and skill ranks are all purchased with power points, as are superpowers. The costs vary but are covered in detail within the rules.
The power system is effect-based; powers are listed by their basic effects and modified with "extras", "flaws", "power feats", and "drawbacks" to work in specific ways, while the description of how they work is entirely up to the players.
Example: Mishna the Sorceress uses a spell to hurl a swarm of angry ghosts at Doctor Mayhem, hurting him greatly. On his turn, Eyeclops uses his trademark eye-lasers to shoot the evil doctor. Both attacks are the basic Blast power (ranged damage attack) with different descriptors.
These descriptors can matter a lot, both for role play and for game mechanics.
The whole is flexible enough that you can run just about any genre with no effort.

2) I'll point you at a of thread on the Atomic Think Tank that strives to collect many such builds for indexing: The Grand Index of the Heavens. Yes, it is a pretentious name, but it is a great way to check out dozens of different builds.

3) Too many to sort out.
Getting punched by a guy and flying 17 miles away, and flying back in time to save my team from being murdered.
Tearing apart a mountain stronghold to get the jerks that murdered a fellow PC (and freaking out the GM, who had no idea that I could tear apart the "invincible mountain stronghold" to do that).
Watching a team combine cold control, a "ki shout" and some creativity to have a 200' tall Frosty the Snow Man call out the demon queen that stole Christmas and challenge her to a duel.
And on, and on.

Good luck.
 

I don't know how much you know about RPGs in general, so I'll keep this basic.


1) Creating characters is fiarly straightforward. Put points into things your character can do. If you want an easy character, use the pre-generated ones in the book. If you want a customized one, make it yourself.

(if you don't have the book, I'm assuming you don't know about the rules)

it's like D&D: you have a list of ability scores. Everyone does: strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. If you have a higher number, you're better at what you do. Even better than that, you get a bonus to die rolls when you attempt to do things related to that stat: Strength is for lifting or smashing stuff.
Therefore Jimmy Olsen (10) has a lower strength than Batman(18, if not 20); who has a lower Strength score than Superman. (45+ other powers that increase his weightlifting ability).

M&M lets you pick whatever your stats are, but putting points into different abilities. Not only that, but you can put points into skills (like using computers, sneaking around, and knowledge) and powers (shooting laser beams, flying, super speed, invulnerability, etc.). Also you can get Feats (rules exceptions: you can do something other characters without the feat can't).

As you play the game, you get more and more points as a reward. You could say this means power levels increase; for other RPGs like D&D this is expected. However, comics characters rarely "change" per se. You could find yourself with enough points to finally do what you'd wanted (ie: Batman gets that rocket car); but you could also find yourself with more points than you needed (Wolverine has everything he needs... but since you need to spend those power points, suddenly he gets magic laser vision or something).

This is very open, and in theory can mimic how virtually any comics character works. However, it's easy to use a few points to do more powerful stuff than you'd expect. Likewise, you can do something with a few points, or the same thing with more points; if you learn the system you can "cheat" in some nifty ways.

That said, things can get wacky, much like the comics. It's all for fun. The comics do tend to nerf stuff a lot. You could say that the same character has a different M&M 'build" with every writer or with every story. Sometimes Superman is super-powerful; other times Batman can beat him up. So you'll see many very-different ways of building the same comics character.



2) If you want pre-generated conversions, that is way easy: Atomicthinktank.com has two places I find with great lists like this: Roll Callhas people's personal fan creations. Piles of them. Whether they are good or they suck is up to you to spot, but I don't have a problem with them. By the book, though whether they're overpowered or what have you, for *your campaign*, is up to you.
Another is Fan Resources. Specifically I recommend the DC/Marvel pdfs. They're a collection of a pile of heroes & villains from both settings, statted out reasonably well, and with pictures.

The issue is whether you can make a character that's... easy for you to use. I like simple numbers when GMing. Some people are fine with other levels of complexity.
What you don't want is a character who can auto-kill, no margin for error, anyone even the BBEG. You also don't want a character who can't accomplish anything.

M&M is tricky. I think it's great for conversions of favourite characters, but it's so easy to lose track of what works against a group that all the prep time of monster-building can be lost in a heartbeat.

3) I played in a game for years. Literal years, in a play-by-post game on a different board. Loads of fun.

Thing of it is, the dice weren't handled by me. I hated doing stuff, so I picked powers that I didn't have to roll for: flight, transformation, immunities, that sort of thing.
I was lazy. That was silly, but it was fun just playing a character.

My issue is that the actual combat takes... well, thinking. Keeping track of whether something has however many hits; then removing a couple; then putting some back.
If I could change it, I'd... well, I'd have hit tokens that went down for PCs, so they couldn't get knocked out in one shot. It's easy to get knocked down if you roll a 1.

I also have shortcuts for minions and villains who aren't important. Buy books with pregenerated characters also, to save on prep time.

Otherwise... well, give it a shot. It's fun making up characters, and the system is pretty good.
 

I don't know how much you know about RPGs in general, so I'll keep this basic.
Otherwise... well, give it a shot. It's fun making up characters, and the system is pretty good.


EDIT: Aaaaand I saw your post count... so I'm guessing enough to know most of what I said.

Both this and the other thread cover things fairly well. I think it assumes that you and your group can have fun as well as crunch numbers. Especially with your kids, you know to wing it.

However, I disagree that Batman would be (at best) PL10. He's not super, but he has a higher than average capacity to do a lot of things. I think his modifiers are just plain high. Like an Epic-level Rogue in D&D: you've got someone with really high skills, that's all. He can be done at lower PLs, but those stats could also stand for Robin, Nightwing or Batgirl. He's the higher level version of the vigilante.
I'd pump his stats up to the human maximum (about 20) and then give him increased modifiers due to Feats and Skills.

PL20 is typically reseved not for Superman (who could be PL10, if you wanted, but usually PL16 is the cap), but for Darkseid, Thanos, Galactus and other Cosmic beings. If you were going by levels, that is.

Then again, PL is more about the modifiers than the actual character level, so you can have a PL20 Batman and have him, with all realism, destroyed by a PL10 party. There's no automatic modifier increase as you go up in level; it's all dependent upon the points being put into the stats. So, really, you could have a PL20 character with a Toughness score (which is basically your HP and your AC mixed together: how hard it is to damage you) of zero, or even -4, if you don't put points into relevant stats. And you can (with I think about 80pp?) make a PL1 character immune to all damage of any kind.


Here's another issue with M&M: no miniatures! You're not going to have minis on a battle map like D&D. You're can put them down, but once you have flying and flash-like super speed, they can go outside of a map and back in the same round.
so have them, sure, but be prepared to have characters off it all the time.
 

The following resources should be helpful:

General Resources:
M&M FAQ, M&M errata (1st/2nd printing), M&M errata (3rd printing)

Character Creation Examples: Minotaur (a Powerhouse) and Martial Artist (the core book archetype).

Two useful spreadsheet-based character builders: Excel spreadsheet or an Open Office character sheet.

My Fight Examples (written from the perspective of the players and GM, so designed to help people understand the rules)
Fight #1: X-Men vs. Brotherhood of Evil Mutants (Hyborian has created a beautiful printable pdf of this fight)
Fight #2: Avengers (Luke Cage, Black Widow, Beast) vs. White Knight

Hyborian's thread has a bunch of printable pdf character sheets of Marvel/DC characters. He has a number of my builds (meant to be used as balanced and starting PCs at various PLs) and a number of Taliesin's builds.
 

However, I disagree that Batman would be (at best) PL10.
Batman is only mentioned in your posts, fire. :D You're the only one to talk about his PL.

That said, Batman, like most other iconic comic heroes, has a large element of plot-device incorporated over the years. Different authors and teams treat him differently, and he interacts with the foes and villains in wildly varying ways.
Some authors think he's the bee's knees, and let him punch out monsters that have taken tank shells to the face without caring. Other authors treat him like a SWAT-trained vigilante, who is amazingly skilled but totally unable to face down certain threats. This makes Batman one of the most inconsistent heroes in the comic pantheon, and consequently one of the most difficult to stat up.

Vigilante characters work, mechanically, at any PL. Most powered archetypes do as well.
My point in mentioning PL examples is that most non-player characters in a typical setting are way below PL 10. Even the best are generally around PL 8 or 9. That's not a bad thing, that's simply the PL needed to do everything they do.
An Einstein-level scientist works fantastically around PL 5 (10 ranks, up to 30 intelligence, maximum bonus +20 to his science skills, occasionally doing the impossible by himself, and doing it regularly with qualified help).
FBI Hostage Rescue Teams work extremely well at PL 6 (up to 11 ranks for needed skills, +6 attack, SMG with Sneak Attack for +6 to +8 [autofire] damage). Those are some of the best that Law Enforcement has ever produced.
A legendary quick-draw old west gunslinger is a terror at PL 7 (+10 attack, heavy pistol for +4 damage, seize initiative, and a couple of improved initiative feats). He almost never misses, draws down on everything, and few can survive getting shot by his Colt Peacemakers.

Jumping to PL 10 gives you a hero that can defend a major metropolis. By himself. From most threats. Expand his powers to allow him to travel further and faster, and he could guard an entire planet by himself.
PL 12 is a great spot to stat up minor gods. Someone like Pan, whom no mortal can resist but can be opposed by other gods.
Major deities mostly fit at PL 15 (Hades is in the Freedom City book, at PL 15, and is ... perfect; I have yet to find fault with the build).
Anything PL 20 (or better) is an omniversal power. This cat is good enough that he can take on a solar system, at the same time, and probably win.

Of course, these are general guidelines that assume the character multiply qualifies for their PL. Many don't. I've seen two PL 20 characters in published works, one was the super-villain (Dr. Doom plus Brainiac plus the Silver Surfer, only eviller), and the other was a mutant with excessive understanding of weaponry (25 ranks in Knowledge [technology] for weapons) who was otherwise a PL 6 character.


Regardless, good luck and good playing to all.
 

I've played in several M&M campaigns. Most were years ago so my memory is a bit hazy on some rules details, but I should be able to answer questions.

There is a good PDF compilation of Marvel and DC characters all statted up. If you can't find it on Atomic Think Tank, EN World actually has a copy of those PDFs in the downloads section of the site, under M&M downloads I believe.

Character creation is pretty straightforward. The game is essentially a 3.5/d20 game with a comprehensive point buy system and you only need a d20 to play.

The game is a little swingy but its smooth and fast and IMO the best superhero RPG on the market bar none. I implemented quite a few house rules as well. Some to keep my powergaming players in check, but mostly just to get the game to play a little more according to my personal preferences. In that regard, I recommend the Mastermind's Manual. Its an entire book of optional rules and ways to tweak your game. I found it invaluable.
 

my advice, since you are just starting to play this, and with a kid, is to find the first edition rules if you can (I found them much easier to understand) and start with characters that are low PL, such as 5, as character creation can be very tough. Starting at a low PL willl give you a chance to get a feel for the game and your players to not be overwhelmed by the number of choices they have. If you pick the game and all it's complexities up quickly then just level up faster. The game can be simple, but the GM can spend a lot of time creating custom villians that are supposed to be very cool only to find out that one of the players took a feat that allows him to track by sent which completely defeats the villians invisibility power (just like the tearing up of the indestructable mountain fortress above) so I advise to enter into it slowly.
 

Learning 1e's character creation won't help a whole lot with 2e; character creation is pretty different between the two, especially with respect to powers and skills.
 

Half way through the rules book and I have looked into most of the links here. Somewhere I had seen a program to create characters. Does this program automatically track / update linked numbers? If so, it would help a great deal.
 

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