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Crippen wrote:I'll start with which book should I buy? The Heroes' Handbook or DCA? Only DCA is available on Amazon at the moment, and I've got Prime, so I get free shipping from there. I've heard, though, that the Heroes' Handbook has errata of DCA errors already included and thus requires less legwork to get into working order.
Crippen wrote:I've read some reviews of the way these books were constructed, too, in which the general consensus was that they are a mess. Any recommended way to approach the books so as to most efficiently learn the system?
Crippen wrote:Has anyone else transitioned from a rigid grid-based system to M&M before? How did that go? What helped you switch over, and did it bother you or your players that there weren't specific distances to cover? Did it feel too 'soft' after switching from a grid system, or did nobody seem to mind?



Crippen wrote:Thanks for the words o' wisdom so far. I mainly assumed that there wasn't a grid because a lot of heroes are really, really fast, which loses some of its meaning if all you have is a dining room table.
Crippen wrote:What's an ideal group size for this ruleset?
Crippen wrote:Also, any recommendation between the fluff/artwork between DCA and the Handbook? Is Freedom City or Emerald City worth picking up the Handbook, or is the DC stuff more appealing to the eye?


Crippen wrote:
Also, any recommendation between the fluff/artwork between DCA and the Handbook? Is Freedom City or Emerald City worth picking up the Handbook, or is the DC stuff more appealing to the eye?


Crippen wrote:As you've probably pieced together, I've been playing a lot of grid-based, tactical RPGs that tend to have combats that cover 1000 feet or less. Aside from the book, some pencil, some paper, and the d20, though, it doesn't seem like M&M uses a battlemat or really any other materials.
Has anyone else transitioned from a rigid grid-based system to M&M before? How did that go? What helped you switch over, and did it bother you or your players that there weren't specific distances to cover? Did it feel too 'soft' after switching from a grid system, or did nobody seem to mind?
Crippen wrote:And, as always, please point me to or just dump some generic advice for people adding M&M3e to their repertoire. Any particular pitfalls you suffered?


Crippen wrote:I've read some reviews of the way these books were constructed, too, in which the general consensus was that they are a mess. Any recommended way to approach the books so as to most efficiently learn the system?
Crippen wrote:As you've probably pieced together, I've been playing a lot of grid-based, tactical RPGs that tend to have combats that cover 1000 feet or less. Aside from the book, some pencil, some paper, and the d20, though, it doesn't seem like M&M uses a battlemat or really any other materials.
Has anyone else transitioned from a rigid grid-based system to M&M before? How did that go? What helped you switch over, and did it bother you or your players that there weren't specific distances to cover? Did it feel too 'soft' after switching from a grid system, or did nobody seem to mind?
Crippen wrote:Now, obviously, there are a TON of questions I have about things like making villain generation easier, and how to help the PCs create characters, which types of powers or combinations should be avoided, and whatnot, but I'm pretty sure I'll be better-equipped to ask those questions and understand the answers once I've read the book.
Crippen wrote:One of the things I'm particularly excited about is the Complications system, and once I learn a bit more about it, I'll be back for advice about how to make that work in a way that provides opportunity for character growth and player involvement rather than just coming across as unfair.



Crippen wrote:Are multiple scenes running simultaneously something that happens pretty commonly in M&M? How do they work out? Based on my D&D/PF experience, players don't like having the party split up, but I can see in a superhero game the heroes having different day jobs or just not being near each other 100% of the time.
Crippen wrote:Another thing I'm kind of concerned about isn't so much players exploiting the system, but some people picking powers or abilities that just don't work out like they intended, resulting in them getting overshadowed by characters who have chosen capabilities that are both more powerful and more diverse.
Crippen wrote:How easy is creating villains and NPCs in this game? Although I eventually bailed on D&D 4e, one thing it did really well was making adventure creation a breeze. How much do you all find yourself fleshing out NPCs? Does having attribute skeletons and just swapping out powers provide enough diversity to keep the players in the dark, or is running a long campaign with a lot of enemies going to be a lot of work?









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