Question for those playing M&M

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Christina Stiles
Ulthal
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Question for those playing M&M

Post by Christina Stiles »

I'm working on a post-apocalyptic game called Rogue Mage (based on the novels of Faith Hunter) that uses the basic M&M system, but I've removed the attack bonus buy in favor of combat skills (more akin to GURPS or Unisystem with a melee blades or axes, etc.) and the Defense buy in favor of defensive skills.

These are things suggested in the Mastermind's book, but just how much would such a change like that annoy you as a gamer of the current system? Your thoughts, please.
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CharlieRock
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Post by CharlieRock »

I havn't looked at the Mastermind Rules but I think I know where your going with it. And to be honest it would not bother me a bit.

First of all, we're not playing 'Stock' M&M so my mind wouldnt be set on 'Stock' M&M rules as much as if you were running something like Bankrobbers of Freedom City or the published Lockdown adventure.

Second, the main complaint people had with 1st Edition M&M was that the characters weren't unique enough from each other. Making Attack/Defense into a sort of Skill Tree would be a big step in that direction. I think True20 does that anyway.
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