RotR using Mutants and Masterminds! (Possible spoilers)


Rise of the Runelords


Hello Everyone!

Soon I will start running Burnt Offerings using Mutants and Masterminds. I've converted the NPC's, with special focus towards the preferred tactics listed in the adventure. For example, the Goblin Warchanter in the beginning uses his stun spell on PC's while his Goblin Warriors attack, so I have him using Rank 1 Stun as his primary tactic. I have run a few sample combats, and it feels very much like a more fluid and dynamic game of 1st level Dungeons and Dragons. I have built pre-stated characters for the players to use as a reference, and they look great, embracing pathfinder flavor further than D&D can.

We have a Varisian Sorceror, whose magic literally comes from her magic tattoos. Every new spell she learns is a new tattoo.

We have a Fighter, who reminds us of D&D, but also showcases the differences. He has Armor, a sword and a shield, and makes effective use of Power Attack. I can't wait to see what he does with some of the feats available as he experiences.

We have a Barbarian, who shows the flexibility of the M&M system, in how differentiated he is from the fighter. He is completely unarmed, and unarmored, but a major threat to those around him with his CON of 22, his STR of 22 while raging, and his mastery of grappling, allowing him to utilize the brutal strategy of tackling an opponent and holding him pinned to the ground while punching him into unconsciousness.

I am building 2 more. One is a cleric/paladin architype, who worships Saranrae and uses her healing flame to keep her allies together and her sword to punish her enemies. The other is a rogue-type, who uses Charisma and stealth to avoid unnecessary combat, and surprise attacks to deal with those who won't be talked down.

All of these character will experience using a point-based system instead of a level-based one, allowing them to emphasize different aspects of their characters as they grow, or to travel down dramatically different paths than they started with.

Liberty's Edge

Are you using Power Levels? Why not post your characters here?

Don't forget the warchanter is also giving her morale bonus. That would be a Boost, I would think, with Area and Selective modifiers...


The website claims that Mutants and Masterminds' ruleset makes combat run faster. Is this true? If so, does it do a better job in making combat seem more cinematic?

Also, how are skills handled? Would it be difficult to make skill DC conversions to Mutants and Masterminds?

Could you post some of the conversions or characters that you have made?

Thanks!


I like this idea a lot. If my group is still conflicted about 4e when summer rolls around maybe I'll start a Mutants & Masterminds Second Darkness campaign. Please let us know how this works out.


Cesare- I've played a good amount of Mutants and Masterminds, and it does definitely speed up combat by a LARGE amount.

However, the reasons for this are several, some good, some bad.

First off, unless you're using the optional damage/HP rule, the only dice you roll is a d20. Just about everything is settled with a d20 roll- moreso than D&D. (When you damage someone, you don't roll for damage- they roll a save, and depending on whether they make it or fail it by certain amounts, they take penalties on further rolls, and once they fail it bad enough- such as after several unlucky rolls- they die.)

However, the biggest factor in the speed of gameplay (in my opinion) is a great thing and a terrible thing. Abilities are incredibly simplified- meaning that almost everything is figured out the same way, so most battles involve the exact same rolls being repeatedly generated- so it can go by quite quickly, as you'd imagine. However, the downside is that, in my experience, the actual mechanics become incredibly bland. Pretty much any attack is resolved the exact same way as the last attack (with maybe, once in a while, a couple modifiers might be different, but otherwise it's always the same attack roll - damage save - attack roll - damage save - attack roll - damage save dance). This, of course, can be great for opening up more and more cinematic descriptions, but eventually it may get tiresome when, after twelve cinematic descriptions for an attack roll vs. a damage save, you just don't feel the need anymore. I've been in campaigns where the DM has tried to get everybody to be more inventive with their powers, but, as a player, I don't see a point in formulating cool ways to use my telekinesis when, no matter what I do, it's just going to be an attack roll and a damage save.

In other words, a person with telekinesis can just shoot a blast of telekinesis (attack roll, damage save), toss a random object (attack roll, damage save), toss the enemy (attack roll, damage save), or something else along those lines.

Again, it opens the door for pretty much any kind of cinematic description you want, but the gameplay (particularly in long, drawn-out battles) can get pretty dull.

Then again, maybe it's just my groups.


UltimaGabe - wow, thanks for the reply.

What about character creation? I'm pretty intrigued with the whole point system instead of levels. Is it more customizable? Would it be fun for a group of players who are still relatively new to d20 mechanics, but have rich, fertile imaginations? Can you briefly describe how the character creation process works? Is it similar to something like Elder Scrolls: Oblivion?


Players have a number of character points depending on the power level set by the GM. The players then buy abilities with those points. Abilities are Characteristics, Feats, Powers and Skills. Players can squeeze a few more points out with Drawbacks.

Yes, it is infinitely more customizable. Yes, it would run well for people with fertile imaginations who enjoy bringing their own concepts to life as opposed to being straight-jacketed into someone else’s.

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