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The templates could also do a better job finishing some of the math for you and providing DCs and bonuses for abilities. This is a great jumping off point, but many of the templates still have choices to make that can take an hour or longer to figure out if you’ve never played the game (looking at you mystic template). Want flight, strength, and invulnerability a la Superman? Check out the paragon. Want to play a Batman-style hero with no superpowers, but great investigative skills, sweet martial arts moves, and awesome equipment? The crime fighter is for you. Luckily the book comes with ten templates for heroic archetypes. Not a bad thing but not great for a one-shot. In order to create versatile heroes, Green Ronin threw out classes and instead allows 150 points to be spent on abilities, skills, advantages, powers, and equipment during character creation. There are tons of options so you can make exactly the hero you want. Especially when we have only a few hours to play before we all rotate tables to play a new game.Ĭharacter creation in Mutants and Masterminds takes a while, especially if you’re not used to making a character in a classless system, like many of my friends. You can make a whole night of it with your players while you build heroes and the world! For a one-shot with new players, I just want to hit the ground running. When you’re playing an extended game over multiple sessions, a long character creation process isn’t a bad thing. Making a character takes a long time! Character Creation in Mutants and Masterminds
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It’s ridiculously fun! The folks at Green Ronin have created a versatile, explosive system that can be used for big, action-packed set piece encounters, or be used to tell a grittier, lower-powered super tale. If you’ve never played the game before, I highly recommend it. I’m gearing up for my own con with about 15 other friends where I will introduce them to Mutants and Masterminds.
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