![]() If I have any criticisms, it would be that the combat is a little soft on the players and can be a little grindy from my side of the screen (though the players seems to enjoy it. These three skyscrapers, connected via skywalks, function some of the most contemporary and recognizable structures in the planet. ![]() It's got good third party (and first-party!) support, and Hero Lab is a nice tool for the GM (though honestly, the power level rules and the fact that "points are for PCs" means you can handwave much of what you do.) With made easier character development and a selection of ready-made journeys, the Mutants Masterminds Basic Heros Handbook lets participants jump right into. It's a step towards the detail of Champions/Hero from DC Heroes, which is about where it needs to be IMO. Gameplay-wise, I don't like it quite as much as DC Heroes, but it's flexible enough. And two players who are crunch-tolerant brewed their characters from scratch. ![]() Two teens who wanted a little choice and a little randomness used the quick generation sequence. I have two players who had little tolerance who used pre-gen/archtype characters. The Deluxe Hero's Handbooks seems to comfortably fit the complexity-tolerance of all the players. Its like a character sheet that handles all the. My 4-5 hour sessions usually have 2-3 combats plus investigation and roleplaying. PCGen helps you build characters for role-playing games like Pathfinder and D&D. They say in their Champions game, they usually spend the whole session playing 1 combat. It's my supers game of choice, and of the three games I am running right now, my favorite.Īs for complexity, this may not be saying much, but some of my players also occasionally play a Champions game, and they say that the M&M 3e game is a breath of fresh air compared to their Champions game. ![]()
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