Quote Originally Posted by Skyserpent View Post
Wiggle room?

Mutants and Masterminds has so much wiggle room you could engage in a John Woo fight sequence with Batman, Jesus and Mechagodzilla and STILL have elbow room to throw in some Bullet-time dodging.


The Sorcery power is kinda OP, but that's very D&D, so that doesn't necessarily have to be your concern.

One of the issues though is that M&M is designed that the characters don't really GAIN anything through adventuring aside from Experience. You don't see Green Latern looting corpses that often. But aside from that the basic weapons, powers, and all those other rules can TOTALLY do good old Dragonslaying Adventures.

Monsters will take a bit of work to build but all in all it shouldn't be too tough.

M&M 2e is a little more balanced but I spent a few years playing 1e and it was still frikkin' sweet.
Yes. That's pretty much the sum of it. Magic weapons become MacGuffins, but otherwise it can work just fine. I've seen just about everything done in M&M character wise.