this post was submitted on 08 Jul 2025
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Mutants and Masterminds is kind of interesting. I like how it's designed so character creation is entirely point buy. There's no classes. No spells. You pay for skills and abilities directly. There's basic powers, and modifiers you can use to make them more interesting. It's also geared towards balance as opposed to simulation, which means you can make whatever type of character you want instead of having to stick with what's optimal.
Unfortunately, it's not well-done. For example, they frequently forget the game uses a log scale and cut numbers in half. Someone with a Dodge rank of -2 who is Vulnerable has their active defenses halved, which brings their Dodge rank up to -1. Equipment is 3 to 4 times cheaper than Devices, with the only differences being flavor (Equipment is something a normal person can get) and a different method of calculating Toughness that very often makes Equipment stronger. I ended up making a list of house rules trying to fix all of them (and admittedly including a few alternate rules that aren't clearly better or worse) that's so long that it would probably be easier to make a new RPG.
I don't suppose I can get any advice on something I would like? My requirements are:
EDIT:
Oooh, have you heard of Wild Talents? It has everything on your wishlist. It's possible to create overpowered abilities, but you'd have to set out to specifically do that - and the GM would then have to say yes to it. If you're trying to be OP in a sneaky way, it's just not gonna happen.
I forgot to add, it needs to be free. It looks like that one isn't.
Ah yeah, totally understand. In that case I'd recommend the ORE Toolkit (same system, but written by fans and slightly more designed around homebrewing and tweaking the underlying system for tone and lethality).
https://img.4plebs.org/boards/tg/image/1401/25/1401252784488.pdf
Did someone make alternate dice rules? Those are insane. Nine pages of rules, and it's effectively impossible to figure out your odds of success.
There are loads of ways to tinker. If you want to run it for kids, use d6s and suddenly it feels like a light-hearted and easy game (significantly easier to get successes with smaller dice pools).
The math is hardly impossible, but at least for d10, someone else has done the math. https://www.darkshire.net/~jhkim/rpg/nemesis/probability.html
I used to have a better link where someone had a graph that gave a better sense of width likelihoods. Long story short, the curve is highly centered on twos and threes, and anything bigger is laughably unlikely unless you have special "master" dice.
EDIT: I FOUND IT!!!
https://asteroid.divnull.com/2008/01/chance-of-reign.html
Greg Stolze, upon reading this analysis
That's a lot of non-trivial math. Do I understand it, I hear you ask? Nice weather we're having today...