Anonymous
8/6/2025, 11:40:56 PM
No.96266494
[Report]
>>96267090
>>96267591
>>96269229
>>96270925
>>96282985
>>96292306
Mutants & Masterminds 4e is an iteration of 3e, great for people who already like 3e
In the 2010s, I played and GMed Mutants & Masterminds 3e on an on-and-off basis. None of those games lasted long. It was not a system for me.
I paid 15 USD for the playtest PDF of M&M 4e. It is an iteration of 3e. If you like 3e and want a more polished version, you will probably like 4e. If 3e was not a system for you, then 4e is unlikely to appeal to you, because it is mostly more of the same.
The primary selling point is still character customization. M&M 4e has involved and intricate character creation mechanics that reward system mastery. This comes at the cost of everything else:
• Ease of GMing. Enemies use mostly the same mechanics as PCs; even minions have full-fledged character sheets. There is no easy villain creation mechanic, unlike in, say, Sentinel Comics.
• Incentive to mix up combat options. D&D 4e has 1/encounter, 1/day, and recharge powers for PCs and enemies. Draw Steel has a gradual buildup of Heroic Resources and malice for PCs and enemies. Sentinel Comics has the GYR mechanic, which unlocks stronger powers for PCs and enemies as the fight goes along. M&M 4e has no such mechanic, so PCs and enemies alike simply spam whichever attacks are strongest and most applicable.
• Ease of integrating objectives or noncombat challenges into combat. Draw Steel has comprehensive rules for integrating objectives into battle. Sentinel Comics assumes, by default, that PCs are multitasking during a fight, and often have to save civilians; there are dedicated mechanics for this. M&M 4e, conversely, has run-of-the-mill combat mechanics, with minimal thought given to auxiliary objectives.
• Game balance. As a canary in the metaphorical coal mine, this is an RPG wherein Investigation (which includes gathering and analyzing evidence and gathering information from people), Perception, Stealth, and Technology (all technology, including computers, craftsmanship, and security systems) ranks cost as much as Performance (wind instruments) ranks.
(Continued.)
I paid 15 USD for the playtest PDF of M&M 4e. It is an iteration of 3e. If you like 3e and want a more polished version, you will probably like 4e. If 3e was not a system for you, then 4e is unlikely to appeal to you, because it is mostly more of the same.
The primary selling point is still character customization. M&M 4e has involved and intricate character creation mechanics that reward system mastery. This comes at the cost of everything else:
• Ease of GMing. Enemies use mostly the same mechanics as PCs; even minions have full-fledged character sheets. There is no easy villain creation mechanic, unlike in, say, Sentinel Comics.
• Incentive to mix up combat options. D&D 4e has 1/encounter, 1/day, and recharge powers for PCs and enemies. Draw Steel has a gradual buildup of Heroic Resources and malice for PCs and enemies. Sentinel Comics has the GYR mechanic, which unlocks stronger powers for PCs and enemies as the fight goes along. M&M 4e has no such mechanic, so PCs and enemies alike simply spam whichever attacks are strongest and most applicable.
• Ease of integrating objectives or noncombat challenges into combat. Draw Steel has comprehensive rules for integrating objectives into battle. Sentinel Comics assumes, by default, that PCs are multitasking during a fight, and often have to save civilians; there are dedicated mechanics for this. M&M 4e, conversely, has run-of-the-mill combat mechanics, with minimal thought given to auxiliary objectives.
• Game balance. As a canary in the metaphorical coal mine, this is an RPG wherein Investigation (which includes gathering and analyzing evidence and gathering information from people), Perception, Stealth, and Technology (all technology, including computers, craftsmanship, and security systems) ranks cost as much as Performance (wind instruments) ranks.
(Continued.)