Mutants & Masterminds: RPG - 2nd Edition

Mutants & Masterminds: RPG - 2nd EditionAuthors: Steve Kenson, Ramon Perez
Publisher: Green Ronin Publishing
Category: Book

List Price: $39.95
Buy New: $25.01
as of 7/31/2010 12:43 CDT details
You Save: $14.94 (37%)

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New (16) Used (15) Collectible (1) from $18.49

Seller: supermoviedeals
Rating: 4.5 out of 5 stars 23 reviews
Sales Rank: 380223

Media: Hardcover
Edition: 2
Pages: 256
Number Of Items: 1
Shipping Weight (lbs): 2.2
Dimensions (in): 10.9 x 8.4 x 0.7

ISBN: 1932442529
Dewey Decimal Number: 793.93
EAN: 9781932442526
ASIN: 1932442529

Publication Date: October 12, 2005
Availability: Usually ships in 1-2 business days

Editorial Reviews:

Product Description
Mutants & Masterminds has been called "the best, most exciting superhero RPG in years." It sets "new standards in design and presentation." It has won multiple ENnie and Pen & Paper Awards and it appeared on every critic's "best of" list for 2002. Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!


Customer Reviews:
4 out of 5 stars Great Game   July 22, 2010
Mesmerix (Toledo, OH USA)
Great game with serious options for customizations. You can make a hero of any kind you wish, only limited by imagination. The powers section can become confusing the more you customize, but the game itself is well built and fairly balanced. Some powers should be automatically restricted by the GM to assure things don't get out of control, but by limited the Power Level, the GM can keep things where he wants.


1 out of 5 stars Such potential... wasted   January 31, 2010
Damien (Australia)
3 out of 8 found this review helpful

We played this game for 10 sessions, and let me say first that our group consists of very experienced roleplayers. Some of us have been gaming for over 15 years. The game read well. We were all excited to play. In practice, though, we found that the system was deeply flawed.

Flawed? Perhaps that's not the right way to describe the system. It is incredibly balanced. Very, very balanced. In fact, it is nigh impossible to disturb the balance in even the smallest way. At 7th level, for example, if you take the maximum power level in any damaging power, you will end up with +10 to hit and +10 damage (which is done in an odd way using saving throws). No ifs, no buts, just +10. Flaming attack? +10. Ice attack? +10. No matter what you do with your hero, you end up with a bonus equal to your level + 3 (not even feats or high ability scores will help, since you're considered to break the rules if your total bonus exceeds level + 3). Oh, and because taking damage is handled by saving throws, if someone is more powerful than you, no combination of abilities will help you out in that fight. In fact, no amount of extra firepower will help you (since even your equipments' bonuses are also restricted to level + 3 - I kid you not).

The system does include some optional rules for "breaking" the rules (exceeding level + 3), but they are extremely complicated and completely nerf another (important) score of yours. We had a bruiser with an incredible ability to resist and deal damage, but to achieve that, he couldn't hit a brick wall from 3ft away.

Simply put, the system removes chance, inventiveness and individualism from what could otherwise be a very interesting game. It does it for the sake of game balance - a laudable goal - but it sacrifices anything that might make the game interesting. You might as well save the money, and say "he's higher level, so he wins" and play rock-paper-scissors if their levels are equal. Snore.

Do yourselves a favour and grab the Savage Worlds super hero/villain game "Necessary Evil". It's fast, uncomplicated and leaves a lot of room for individualism. Oh, and it's balanced, too - to the extent that Savage Worlds is balanced anyway. You don't have to play the villain - and you certainly aren't stuck with a poxy, boring "+10" bonus to everything. It's also cheaper. Necessary Evil: Explorer's Edition (Savage Worlds, S2P10011)



5 out of 5 stars Mutants and Masterminds v2 review   September 4, 2009
Eric Smith (Milford, CT United States)
1 out of 1 found this review helpful

I was very pleased with this product. Having been a lifelong D&D player and looking for a superhero game to play,this is the one. I was a big fan of the TSR Marvel role playing game and loved the SAGA version as well. The newest versions of the game just didn't grab me. I researched Mutants and Masterminds v2 (MMV2) and liked what I read. I ordered the product and am very happy with it. Very easy mechanics and loads of fun. I am currently planning on adapting it to my 3.5 D&D campaign. I like the "no hit points" idea and the online support for the game is great. I find it a fun and exciting game.


5 out of 5 stars Imagination first, rules second..and that's a good thing!   April 18, 2009
M. Azar (Portland, Oregon)
1 out of 1 found this review helpful

As a roleplaying gamer, I am naturally reluctant to try any system i'm not used to. So, it took a month or so of persuasion from a friend of mine before I took a look at Mutants and Masterminds Second Edition.

It has been a little over half a year later and I now count this book among my most valued gaming resources.

---

Mutants and Masterminds Second Edition is a pencil and paper RPG that is partially constructed on the popular "d20" rules. The d20 rules are the basis of Dungeons and Dragons, Star Wars, Spycraft and numerous other roleplaying games.

I say partially, because Green Ronin has taken the core concept and altered it beyond what most Wizards of the Coast/AEG players are used to. First of all, the familiar level-based structure by which characters advance in power and influence is gone.

That's right, this is a point-based system. Essentially, characters do not have to gain "experience" in order to advance to another "level", but instead earn Power Points, which is a kind of currency to purchase character abilities, feats, powers, skills and more. This means that a character can change dynamically within the span of a game session without having to make complicated mathematical alterations to their sheet.

And it has to be: when the main focus of an RPG is comic book superheroes, you should expect anything and everything to happen. The usual powers, such as Flight, Super-Strength, Blast, Elongation, Immunity, Mind Control and so forth are here, as well as quite a few lesser known ones like Postcognition and Spinning.

But the great thing is, the information within this book allows you to go beyond Superman, Wolverine, Caitlin Fairchild, etc, and make characters you've known from anime, books, cartoons, movies, games...virtually anyone you can conceive of. Therefore, the system is highly versatile.

For example, I have seen owners create Connor McLeod (Highlander - movie), Ryu Hayabusa (Ninja Gaiden - videogame), He-Man (He-Man - cartoon), Ichigo Kurosaki (Bleach - anime) and Deadpool (Marvel - comics) with little to no difficulty. Ultimately, this proves that the system's versatility is it's strongest point and it really allows players and Game Masters alike to focus on the roleplaying without having to put the rules at the forefront of their thoughts.

I can't say Mutants and Masterminds is entirely flawless though. For one, lower powered adventures are not handled especially well and will often be a transitory period rather than the focus of an entire campaign. Also, some of the more granular details incorporated in other RPG systems are gone to speed up gameplay: while this probably won't be an issue given the genres the rules are geared towards, some gamers will feel it lacking and would do best to seek a more in-depth system like GURPS Fourth Edition along with it's superhero supplement.

Still, if all you want to do is get a game going where the players's characters are capable in action, yet concise in construction, you can't do much better than Mutants and Masterminds Second Edition.




4 out of 5 stars My 2nd Favorite Supers Game   August 25, 2008
S. Nelson (Sesser, IL)
OK, my 1st all time favorite is probably DC Universe d6 system, but for a simple and generic Supers game, I would say this is tops. My 3rd all time would be TSR's old Marvel system. Now allot of good reviews have been done already, so I'm not going to repeat them here. I got this to run with my two sons, they like easy systems and when I heard all you needed was a d20, well that was great, my youngest son has a heck of a time playing games with different types of dice needed to make rolls with, it starts to confuse him ("roll 2d6 for damage.....huh?, no thats a d8 son"), its a great fast action oriented game with no hit points as well, great for kids and old adults....The creation system could use a little streamlining with less skills and fewer feats and the powers could be a bit more descriptive, but overall that does'nt take away from the games simplicity, thats why I gave it 4 instead of 5 stars.
A third edition with less skills and feats would be great.


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Mutants & Masterminds: RPG - 2nd Edition