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Mutants & Masterminds Advice (Topic #37548)

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cobaltvector
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Dungeonkeeper
4/20/2012 2:46:05 PM
PostID: 421260
I've been looking at 2nd edition M&M recently, mainly because of it's popularity. The system is a bit more abstract than other super-hero systems, so it's been difficult to wrap my head around it. Specifically, how do you decide what power level to run at?

For instance, a game concept I'm considering involves PC with minimal super-abilities. The PC's would have one or two special abilities that would either have a heavy drawback or be strictly non-combat based. The PC might be skilled, but not remarkably so. The highest skill level of a starting party member would be a Professional with an advanced degree in a single subject (Doctor or an Engineer). Batman type characters would not fit the game. The same with feats. There's room for a martial artist type, just not Bruce Lee.
I could run such a game at the PL10 default, but the restriction on powers would result in large amounts being spent on stats, skills, combat, etc.

Both Power Level 7 and 8 sound like good starting points for this sort of game, but I'm still undecided. To keep with the concept, I would have to set a limit of how many points could be devoted to powers probably no more than 20, but perhaps less than that. For the most part I want to keep the party afraid of large groups of trained professionals with firearms, especially rifles and the like, yet keeping room for certain party members to be able to shrug off sustained fire such weapons (or even more powerful weapons) for short periods of time.

Thoughts?
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