Post by Derek Raines on Jun 30, 2010 16:57:26 GMT -5
I've been looking through the M&M source books, especially the Mastermind's Manual, and I've noticed that the game has a wide range of variant rules that can really add a lot to the gaming experience. M&M is a system based loosely around D20 although many mechanics have been altered to make the game more fluid and cinematic in hopes of giving it all a better comic book feel.
One mechanic variant in particular caught my eye due to how similar it is to the way HA! uses cards instead of dice. I've always liked using the playing cards when it comes to super hero games and this variant rule works well with M&M. So here is basically how it works-
1. M&M uses a D20 normally to determine most all outcomes of its system. From looking for clues, to hurling a fireball to attempting to withstand a punch- one simply rolls a D20 and adds modifiers to determine the result. Its simple, random and what we are pretty much used to. Plug and play gaming!
2. The variant replaces the D20 all together and while it is still random it gives the players more tactical control over their character and his actions. Two standard card decks are shuffled together with all face cards and jokers removed. Treat an ace as a 1. All red cards are worth the value shown; all black cards are worth the value shown +10. Players are dealt a 5 card hand and can choose what card they wish to play to do a specific action (plus modifiers) instead of rolling the D20. Once a player has spent all of his cards he is dealt a new hand. Cards are gathered back up between scenes and new ones are dealt out to prevent "hoarding" of good cards for combat ect. So spend them if you got'em!
The card system also adds some additional variants on how to spend Hero points and even a system for 'Trading Cards" when it comes to characters assisting one another. Details to come.
Which mechanic seems more intriguing to you guys?
One mechanic variant in particular caught my eye due to how similar it is to the way HA! uses cards instead of dice. I've always liked using the playing cards when it comes to super hero games and this variant rule works well with M&M. So here is basically how it works-
1. M&M uses a D20 normally to determine most all outcomes of its system. From looking for clues, to hurling a fireball to attempting to withstand a punch- one simply rolls a D20 and adds modifiers to determine the result. Its simple, random and what we are pretty much used to. Plug and play gaming!
2. The variant replaces the D20 all together and while it is still random it gives the players more tactical control over their character and his actions. Two standard card decks are shuffled together with all face cards and jokers removed. Treat an ace as a 1. All red cards are worth the value shown; all black cards are worth the value shown +10. Players are dealt a 5 card hand and can choose what card they wish to play to do a specific action (plus modifiers) instead of rolling the D20. Once a player has spent all of his cards he is dealt a new hand. Cards are gathered back up between scenes and new ones are dealt out to prevent "hoarding" of good cards for combat ect. So spend them if you got'em!
The card system also adds some additional variants on how to spend Hero points and even a system for 'Trading Cards" when it comes to characters assisting one another. Details to come.
Which mechanic seems more intriguing to you guys?