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Post by shenron on Jul 7, 2010 14:47:48 GMT -5
Ya, they fixed a lot of that in their last incarnations of the d6 Space, Adventure, and Fantasy.
But powers gamers and ruin almost any system, just some are easier then others.
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Post by shenron on Jul 14, 2010 3:40:08 GMT -5
I have heard DC adventures uses the Mutants and Masterminds 3rd Edition rules.
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Post by WildKnight on Jul 14, 2010 7:30:53 GMT -5
The website says M&M 2nd.
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Post by shenron on Jul 14, 2010 11:38:19 GMT -5
huh odd... I e-mails the company about though, so we will see.
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Post by shenron on Jul 15, 2010 1:17:13 GMT -5
It looks like M&M 2.75ish....Straight from the website
"DC ADVENTURES Design Journal #2
The New Issue Number One
One of the goals with DC ADVENTURES was to present it as a complete RPG; DC wanted "a game" not a sourcebook for an existing game. On the other hand, it was the strength of the Mutants & Masterminds system and the production values of its products that attracted DC in the first place, so it had to be a game strongly rooted in what we'd already done. For us, the path to a new edition of the M&M rules seemed clear.
We could have simply repackaged the second edition of M&M with DC art, examples, and sample characters, but if we were going to produce a new, stand-alone game product anyway, why not take this opportunity to tune-up and spruce-up M&M? It was time: the second edition is five years old and, while it has been solid, there are things we've wanted to fix, either known issues with the rules (like ... sigh ... grappling) or ways in which we could streamline and simplify. We also had the benefit of years of supplementary material and insight, particularly Ultimate Power, to work with.
Another key reason for putting a new iteration of M&M in DC ADVENTURES was the change in the d20 System market. M&M Second Edition had long since established its independence from its Open Game License "ancestor" so why not go the rest of the way towards making it a truly independent system? That involved looking closely at what really worked in the game, and what was merely a holdover from the System Resource Document(s), whether it was terminology (*cough*feats*cough*) or mechanics (ability scores vs. ability modifiers; the scores didn't actually do much of anything).
One of the advantages of Open Content is also that it evolves and develops, and those developments are shared. So M&M could benefit from improvements in system design in our products as well as throughout the Open Game Content "infosphere".
We also knew that it was important to hold on to what made M&M such a success, the elements of the game that worked, and to make it possible to use our extensive library of M&M 2e material with the new edition with a minimum of conversion and tinkering. That's why we absolutely did not mess with things like the game's core mechanic (of d20 roll + traits vs. difficulty class) or popular elements like the damage system, hero points, or power levels (and their associated trade-offs and customization). You'll still find all of those in the game, although some of the terminology might be slightly different and some of the resolution a bit more streamlined.
Speaking of compatibility, the decision to tune-up the M&M system as the engine for DC ADVENTURES led directly to the decision to also produce a new, separate edition of Mutants & Masterminds. We wanted the two games to be 100% compatible, and for core M&M to benefit from the work we were doing on DC. So by this Fall, players will have the option of choosing from the DC ADVENTURES Hero's Handbook (with its full-color hardcover production values and DC Universe information) or the Mutants & Masterminds Hero's Handbook, a softcover just-the-rules approach to the game, both with the same game system content for playing and running the game. Further M&M material will be compatible and usable with DC ADVENTURES source material, giving you two game lines in one!"
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Post by WildKnight on Jul 15, 2010 11:10:54 GMT -5
I'm actually glad to hear that. I think a lot of what drags M&M down is their attempt to make it "fit" the d20 mold.
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Post by shenron on Jul 15, 2010 11:56:34 GMT -5
I agree with you there, WK. Hearing this actually makes me want to buy this product even more.
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Post by honestiago on Jul 25, 2010 17:40:59 GMT -5
I have to remind myself to do searches on the laptop via .pdf. Real time saver. Still love books, but at one point, I have to be realistic about cost and ease of use.
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Post by Kaimontfendo on Nov 28, 2010 14:38:16 GMT -5
This thread's been dead for several months, but it now becomes relevant to me. So, it's time to work some magic. Yes, I shall attempt Thread Necromancy!!
I've recently discovered the DC Adventures Hero's Handbook on Amazon. However, I'm not sure I want to spend money on another role-playing system, then spend the time to learn it. And then of course, spending more money on the supplement books.
So, I'd like to know a bit more about it. How difficult is it to run & build characters? I've played 3rd Ed D&D, Revised Star Wars as well as Saga edition, a little bit of the HERO system, and of course, tons of MURPG. How does it compare to those?
Actually, did anyone even get/read the book to know what it's like? The thread seems to have stopped before any discussion about "they made Superman's strength too low" or whatever could start.
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Post by Black Sam on Nov 28, 2010 16:16:51 GMT -5
How unnatural of you!
I haven't read it, sorry...but I am watching this thread... ;D
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Post by WildKnight on Nov 28, 2010 16:35:50 GMT -5
I have the core book. I am underwhelmed.
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Post by dorkknight23 on Nov 28, 2010 16:45:25 GMT -5
WK and I are in agreement on this one.
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Post by Black Sam on Nov 28, 2010 16:50:20 GMT -5
That makes me sad. I ran the first and second editions of the DC RPG, and loved it...especially the second. Looking back on it now, it wasn't so perfect, but I enjoyed it.
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Post by WildKnight on Nov 28, 2010 16:51:57 GMT -5
I wish I could find it, but both of the links I have to the project are now dead But there used to be an online collaboration project that I worked on from time to time, to create a good DC Universe RPG. It was always a case of too many cooks in the kitchen (and the guy who started the whole thing never having the guts to appoint one or two people to be in charge of the whole thing, or take control himself), and it got killed off and re-started every time a new "power group" seized control by irritating and/or sandbagging the previous group out of the project, but they had some really solid ideas that I was particularly fond of. Even as half-assed as it was done, it was better than the M&M version. (One aspect that I felt made it a real winner was that they had broken down each "heritage" in DC, i.e. Kryptonian, Atlantean, etc to see what powers were truly universal to every known instance of that type of individual, and then created a "package price" to buy all those powers together. They even had variant packages for smaller sub-groups. Had they ever managed to sync up the die-rolling portion of the game as well as they'd nailed the character creation bits, it could have been a publication-quality game)
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Post by Deleted on Nov 28, 2010 19:17:36 GMT -5
I would love to get this book, but I rarely used any of the roleplaying books I already on.
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