
Originally Posted by
Cortosis
...What I don't like about M&M
- combat is too complex (lethal and nonlethal, staggered? stunned?!) at least if you're not used to it yet...
Because it is so different from more common "hit point" systems, it does take a little while for some folks to get used to. Once you're familiar with it however, it is very good (and one of my favorite "damage" systems). Plus, there's rules for converting to Hit Points if you really want to, but why would you go and mess up M&M by doing something like that? 

Originally Posted by
Cortosis
- I want to roll my other dice to

I like being able to roll only a single d20 for everything...quick and easy. But to each his own. 

Originally Posted by
Cortosis
- powergaming is waaaay too easy
Virtually all supers RPGs (and indeed, most point-based character gen systems) have this problem. With the nearly unlimited options comes nearly unlimited opportunity to min/max. That's where the GM needs to step in.
M&M does take a step in the right direction though, by introducing "Power Level Limits" so that characters are reasonably balanced against one another and can't dump all of their points into one power to make it uber bad.

Originally Posted by
Cortosis
- It is not very inviting, it appears way too difficult to understand if you first see it. It also doesn't explain clearly to newbies like me where I should begin.
Because it's a supers RPG, there are not really any established boundaries, which can be intimidating for some. You can play it anywhere from the Silver Surfer to the Watchmen and you just set the Power Levels, expectations, limits and themes accordingly. The game doesn't really focus on a lot of advice on "how" to play, it just gives you the sandbox and says "here, build what you want".
That said, there are many, many good sourcebooks that Green Ronin publishes that go into specific detail on different genres and themes for your M&M games. Check them out if you are so inclined. Most of them are very good. I own most of them, so if you are in need of opinions on a particular book, please let me know.
If you can't tell, I like M&M a lot because it is full of possibilities and options, but it is less complex than some similar alternatives like GURPS or HERO.
Last edited by Webhead; 08-29-2008 at 05:00 PM.
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