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    Delwugor's Avatar

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    Jul 2009
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    Default Re: [M&M] 1st game ever. Stuff to watch out for.

    Quote Originally Posted by The Big Dice View Post
    If you're using miniatures, the Mastermind's Manual suggests that each rank in a movement power adds 1 to how far you can move on the grid.

    So the Costumed Adventurer with Swinging 3 can move 9 squares when he's on a line, the flying girl with Flight 6 can move 12 squares when she's flying. And the speedster with Super Speed 12 can move 18 squares.
    I see that as adding to the problem. IMO M&M should have gone with an area approach instead of a movement and character speed, it worked very well with MSH. I have played M&M in a more hand waving manner which worked pretty well also.

    Quote Originally Posted by Arbane View Post
    Plus, without a movement power, how are you going to get to where the action is?
    Funny story time! When playing MSH in an 80s setting, only two of us had movement powers, the other 4 drove around in an Astro Minivan.
    But that almost took me out once when the other guy wasn't playing one night. We got word of the bad guys tearing up part of the town and we left our headquarters, I flew the rest drove. Of course I got there first and faced the bad guys alone for a while, took a heck of a beating that night. But being the super hero I was I still ended saving a boy from a collapsed house.

    Quote Originally Posted by potatocubed View Post
    The Alternate Power feat is a cheap way to cram extra powers onto a character. It's meant to simulate a variable power that can be used for multiple things at once, and has plenty of valid use, but it's one to watch.
    Yep, my character is doing that now as I wanted a broad range of weaker abilities. It worked out to well especially as the other characters are very specialized, so my character does shine a bit more.
    Last edited by Delwugor; 2011-03-22 at 12:58 PM.