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  #1  
Old 03-25-2003, 01:00 AM
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[RPG]: Mutants and Masterminds & Silver Age Sentinels, reviewed by arcady (5/5)

http://www.rpg.net/reviews/archive/9/9183.phtml

arcady's Summary:

Both of these systems will appeal to a game looking for a fast playing cinematic solution to super heroes. Both are fairly easy to learn and get up to speed on. Both can handle as much if not more of comics than previous super hero RPGs could. So how do they differ?

Go to the full review for more information.
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  #2  
Old 03-25-2003, 06:42 AM
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A Badass Review

Post originally by Bailywolf at 2003-03-25 05:42:57
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Well done, you actually answered all my questions about how SAS differs from my beloved M&M. Thanks!

-B
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  #3  
Old 03-25-2003, 07:04 AM
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RE: A Badass Review

Post originally by Gaming Nut at 2003-03-25 06:04:39
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Wow. Nice job. That was complete.
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  #4  
Old 03-25-2003, 09:22 AM
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A Badass Review

Post originally by allthumbs at 2003-03-25 08:22:03
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I'd love to see more compare-and-contrast reviews in the future.
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  #5  
Old 03-25-2003, 09:35 AM
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RE: A Badass Review

Post originally by Rowdy Scarlett at 2003-03-25 08:35:48
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Yep, excellent review. I felt you were very fair and it was well written. Good job.
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  #6  
Old 03-25-2003, 09:41 AM
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RE: A Badass Review

Post originally by John at 2003-03-25 08:41:31
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Yes indeed, I am quite impressed by the review as well. I have a hunch that the only "this review sucked" comments that come to this one will be from trolls.
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  #7  
Old 03-25-2003, 09:53 AM
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Balance

Post originally by Buzz at 2003-03-25 08:53:07
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Excellent review.


I own both games, but have only had a chnace to play M&M.


I've noticed that the PL cap in M&M doesn't necesasrily eliminate the balance issues you note with SAS. Yes, there is an upper-level limit, but there's also no level-based progression of abilities (like saves and such). I.e., no "bottom" limit. Consequently, PC will have saves and attack bonuses all over the place.


For example, an early version of a PC I have in our current campaign (I've gone through three drafts of him in the process of learning the rules) actually had *more* defenses than he was allowed by his PL. But, even with that, I don't think he made a single damage save the entire session, because his Damage save was so low, and saves for Damage *start* at DC 15. Even though his Protection was cutting his opponents damage in half, he still was constantly having to roll 20s to avoid taking damage. I was kind of amazed, considering that I blew so many points on various defenses that I didn't have enough for other powers I had in the character concept.


I guess I just find M&M a bit "tricky" to ge the hang of. SAS is like HERO, in that buying powers is fairly straightforward; you pretty much make a laudnry list and spend points. With M&M, just making the brick I describe above took some work. Just making a laudry list will eat up your points in a hurry; you need to look at buying powers as extras, and balance putting points in your stats as opposed to powers and skills, and make sure you consider your saves and attack bonuses (since you start at zero in all of them, unlike HERO, in which even a normal has some PD/ED and a minimal CV).


I dunno. These are the issues I've discovered so far. It may simply be that my HERO mindset is incompatible with the M&M mindset, and it's going to take me time to adjust.
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  #8  
Old 03-25-2003, 12:24 PM
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M&M Product Update

Post originally by Chris Pramas at 2003-03-25 11:24:23
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FYI, the Mutants & Masterminds GM Screen hit stores last week. Freedom City, a 192 page full color sourcebook, should ship to distributors some time this week and be in stores the first week of April or so. Next up after that is Time of Crisis, a 64 page color adventure set in Freedom City. It's heading to print this week.

Chris Pramas
Green Ronin Publishing
www.greenronin.com



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  #9  
Old 03-25-2003, 12:50 PM
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Speedsters

Post originally by BlackSheep at 2003-03-25 11:50:53
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This should be a new topic, but I can't seem to post one...

<quote>SaS has no restrictions on movement and characters can easily be moving in the thousands of KPH within combat. This is true to some comics, but is harder to manage in play and can make many combatants impossible to target. In play I have seen characters routinely hit a victim and then run a few miles away before they can be hit back. Something many characters can do in a single round.</quote>

There's a boxout on p122 (Hit and Run) dealing with this. Speedsters can be hit by held actions. You can't hit them when they're on the other side of the city, but you can hit them when they get close enough to hit you.
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  #10  
Old 03-25-2003, 12:58 PM
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RE: A Badass Review

Post originally by mrswing at 2003-03-25 11:58:56
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This review sucked --

Because there's absolutely nothing bad anyone can say about it. :-) Congratulations! Would that every RPG review was this in-depth and above all clearly explained!
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