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D**M
True comic-book action in RPG format!
There are numerous editions and supplements for the Mutants & Masterminds RPG, but this has been my first foray into this system. And I have to say, it's great. The character creation is relatively easy to learn for experienced gamers, and has a good sense of balance mixed with incredible flexibility to create any sort of comic book hero (or villain) you can imagine. The rules are relatively straight-forward. The only thing to be aware of is that you may want to print or photocopy some of the key tables for reference while playing, so you can work out aspects related to your superspeed or superstrength. But otherwise, jump right into adventure!
M**T
Fantastic and Versatile
An incredibly versatile game! The book is gorgeous and can be used to run almost any kind of RPG, not just a superhero game.The character creation has the flexibility of GURPS but the game itself is easier to play than Dungeons and Dragons.I whole-heartedly recommend it.
A**R
Arrived ahead of time and in perfect mint condition :)
Arrived well ahead of announced date.Book came in perfect mint condition.Really happy with Purchase thanks! :)
K**E
Produit conforme à mes attentes
C'est la bonne édition, avec la même couverture, en très bonne condition. L'impression est de bonne qualité, toutes les pages sont là.
H**5
A bombastic and creative system with a long and painful character creation process.
You've probably already heard all the good things about this system; you can build, stat, and play as anyone from Batman to Sans. If you're looking for a super power rpg system, you're in the right place.A few things you should know though:-Character creation takes a long time. Like over and hour per-character. And you're going to feel like you're doing your taxes most of the time. The game's fun and surprisingly rule-lite once you get started, but it's going to take some time and you're going to want to *really* understand the system before making any complex characters.-Characters are balanced through a point-buy system that factors in everything, including their equipment. This basically means that taking items away from a character or letting them use new items can seriously screw with a character's balance if it goes on for more than a few scenes. This isn't D&D where you can just find a +2 sword in a cave.-This game is made for super heroes. You can run sessions in a fantasy or syfy setting or whatever, but the game gets really boring if you're not running characters that can do super hero-level crazy stuff. This game's made for teleporting iron mans and ghost-gunslingers; use it for that.
T**F
The Deluxe heroes handbook provides everything needed for any Super Hero or Villain campaign.
This deluxe heroes handbook gives all the useful advice needed to run a Mutants and Masterminds game. It's short yet detailed and along with companion books Power Profiles, The Gamemasters guide and Gadget guide will give all the tools needed to run a game. Best part is give advice to nearly every possible option available for q campaign, from World War 2 Supers fighting against evil to a possible modern resurgence of super people who are shunned by society. It is essential to run Mutants and Masterminds
J**R
They've also changed some of the lingo to fit the setting better. Feats are now 'Advantages'
I've always been a fan of the Mutants and Masterminds RPG, ever since first edition. After second edition came out I fell behind a bit cause of life events and such. I've recently had the ability to get back into nerdier things, and when I found out MnM3e was out, I had to grab it. There are more in-depth reviews here, so I won't go crazy, but here is a small cliff-notes from a veteran of the game.Pros: The game has been cleaned up substantially, and Green Ronin is taking steps to make it it's own game and move away from 'just' being another D20 system. For example, instead of having an 18 in Strength with a stat bonus of 4, you just have a Strength score of 4. Simplicity itself. They've also changed some of the lingo to fit the setting better. Feats are now 'Advantages', for example. It isn't huge, but it helps give the game more of it's own identity. They've also scrubbed the powers and cleaned up a lot of the mechanics therein, while providing more options to players. Wrapping your head around some of the more intricate mechanics (Such as linking powers, extras, power arrays) can be daunting, but I consider that a pro cause, hey, it gives the customization some teeth! The artwork is great, and a huge chunk of the book is dedicated to setting and even gives you two small campaigns to run, helping you get a feel for the game before you start creating your own adventures.Cons: Well, this thing isn't cheap. I paid around 44 bucks for mine, which is almost 15-20 more monies than I paid for a lot of my Dungeons and Dragons 5e books. Still, if you love the super hero genre, it's worth. Another small con is that I'm not entirely sure if the third edition is different enough to warrant buying a brand new book. If you've got the Second Edition, and ESPECIALLY if you've got many of the source books, you may wanna pass. A lot of the artwork is recycled (but not all) and the system just doesn't feel like it's gone through a lot of meaningful, substantial changes.
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