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2011-06-24, 05:47 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- USA
- Gender
Mutants and Masterminds v2, Favorite Builds
Hey guys,
I was wondering if anyone had any great builds they enjoyed playing in Mutants and Masterminds v2? I'm trying to piece together ideas, and it'll be my first time playing. Wanted to see what others came up with.
Thanks.Bustin' chops.
SpoilerYeah man, I'd get out while you still enjoy d&d.
As much as it sucks to say, some people aren't meant to DM because they lack the ability to make judgment calls. These people include:
The drug-addled
Furries
People who buy Backyard Poultry magazine
People who post on Rants and Raves (craigslist)
People who buy hummers
Professional laser tag players
And this list goes on.
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2011-06-24, 09:01 PM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Newfoundland
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
I don't have a specific build to offer, just suggestions. The M&M system is flexible enough to build pretty much whatever you want, though point totals can restrict you.
Tip 1: Have some fast transportation ability. Whether flight, speed, leaping, teleporting, or a vehicle of some sort, you'll want to be able to keep up with your teammates. Too much "speed of plot" can hurt your believability in a story.
Tip 2: Have some alternate powers that affect different saves. For example you can have a projectile that fires solid slugs (Blast, toughness), with an AP for viscous blobs (Snare, reflex).
Tip 3: Don't be too ambitious with the build - you'll end up spreading yourself too thin if you try to do too much.
Atomicthinktank.com has lots of comic book hero builds. MDSnowman and BARON have lists of builds.
Apart from a few powers that are broken at higher ranks, M&M is very well-balanced, and concept is more important than specific builds.
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2011-06-24, 09:42 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Århus, Denmark
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
Generalized builds aren't really possible as it depends on what the theme of the game is and what the GM wants and doesn't want to include. In one of my current games the only powers beyond our standard issue, mass-produced mecha were minor psychic powers like danger sense and sensing other psychics. The mecha were similarly designed to mostly use plausible'ish weaponry like machine guns, rocket launchers, dazzling flares and similar. Another game, that's sadly been on hiatus right before the final battle for almost a year, had us all as magical girls with quite a few crazy, exotic abilities but strict limitations on anything involving shapechanging or messing with time or space.
Really, it's the overall idea of the game first, your idea for a character within that framework second and only then comes actual mechanics. It's quite important to keep that in mind, including for the GM, otherwise games just begin breaking down.
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2011-06-24, 10:35 PM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Midwest, USA
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
I happen to play on a play-by-post forum for Mutants and Masterminds 2E. The moderators there have done plenty of tinkering....
-This thread has several pieces on overall themed power structures (such as "magnetism", "electricity", and so on).
-Here we have some power studies, and a few different builds.
-This thread has a fair number of builds, several of them very theme-focused (like an ice-controller build, fire controller, etc.)
-Here we see several of the "basic archetypes" from the Core Rulebook revisited, touched up to where they perform better, while still keeping the same focus.
And finally...
-A list that grows almost daily, with all sorts of wacky character builds (that are still surprisingly effective!)!
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2011-06-25, 04:57 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Ireland
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
Seconding what Terra has said. M&M games need a strong theme in order to work, and the powers are both easy to fit together and don't come with any associated flavor - unlike D&D, you can't really design a build and then use the fluff of its components to write your backstory for you. Don't start on chargen without a concept in mind.
What is the setting of your game?Last edited by Prime32; 2011-06-25 at 05:06 PM.
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2011-06-25, 05:00 PM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Midwest, USA
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
I would say this is true, even if that theme is "a world like comic books" (which is what the M&M "default" setting of Freedom City is). If you're playing in a general superhero game, a lot of these will work fine. If you're in a more focused game type, or your setting excludes certain themes, several won't work.
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2011-06-25, 05:05 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Ireland
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
Expanding on this: even in a a general superhero game there's some things you should know about the setting. Where do powers come from, for instance? You can't place a value on "nullify the powers of mutants" unless you know how common mutants are; if everyone got their powers from a magical event then such an ability is useless. M&M is a game where you should talk to the GM a lot while developing your character.
Last edited by Prime32; 2011-06-25 at 05:07 PM.
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2011-06-25, 07:35 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- USA
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
Thanks for the posts guys.
The only other systems I've played aside from 3.5 D&D have been Eclipse Phase, Exalted, and Firefly..so I'm still pretty new to other systems. That being said, I find it easiest to ask for help from you guys when encountering a new system.Bustin' chops.
SpoilerYeah man, I'd get out while you still enjoy d&d.
As much as it sucks to say, some people aren't meant to DM because they lack the ability to make judgment calls. These people include:
The drug-addled
Furries
People who buy Backyard Poultry magazine
People who post on Rants and Raves (craigslist)
People who buy hummers
Professional laser tag players
And this list goes on.
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2011-06-25, 09:15 PM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Midwest, USA
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
Random question to the anime/M&M fans in this thread: What structure do you think better represents characters like Kamen Riders or Power Rangers?
I could see arguments for either Alternate Form or Device, really.
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2011-06-25, 10:18 PM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Newfoundland
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
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2011-06-25, 11:36 PM (ISO 8601)
- Join Date
- Apr 2010
- Gender
Re: Mutants and Masterminds v2, Favorite Builds
Well, there is this thread with a bunch of comic books characters from marvel, DC, shonen jump, vertigo and a few others.
Other than that, yeah, I agree with the people before me, get a concept in your head and see if it fits the campaign.
I am, right now, having a lot of fun in the marvel campaign I'm playing with my friends. I am playing as a vigilante with a cursed magic sword inherited from my yakuza father, now my character has to feed one million bad guys to the god of war or feed his soul to the god of war, it's been a blast, really.
More than anything, have fun with your game, that's what you should do man.Yes, I know Wizards can do it better, everyone knows it, they have the name of the goddamn company