Mutants & Masterminds Deluxe Hero's Handbook
H**5
A bombastic and creative system with a long and painful character creation process.
You've probably already heard all the good things about this system; you can build, stat, and play as anyone from Batman to Sans. If you're looking for a super power rpg system, you're in the right place.A few things you should know though:-Character creation takes a long time. Like over and hour per-character. And you're going to feel like you're doing your taxes most of the time. The game's fun and surprisingly rule-lite once you get started, but it's going to take some time and you're going to want to *really* understand the system before making any complex characters.-Characters are balanced through a point-buy system that factors in everything, including their equipment. This basically means that taking items away from a character or letting them use new items can seriously screw with a character's balance if it goes on for more than a few scenes. This isn't D&D where you can just find a +2 sword in a cave.-This game is made for super heroes. You can run sessions in a fantasy or syfy setting or whatever, but the game gets really boring if you're not running characters that can do super hero-level crazy stuff. This game's made for teleporting iron mans and ghost-gunslingers; use it for that.
J**R
They've also changed some of the lingo to fit the setting better. Feats are now 'Advantages'
I've always been a fan of the Mutants and Masterminds RPG, ever since first edition. After second edition came out I fell behind a bit cause of life events and such. I've recently had the ability to get back into nerdier things, and when I found out MnM3e was out, I had to grab it. There are more in-depth reviews here, so I won't go crazy, but here is a small cliff-notes from a veteran of the game.Pros: The game has been cleaned up substantially, and Green Ronin is taking steps to make it it's own game and move away from 'just' being another D20 system. For example, instead of having an 18 in Strength with a stat bonus of 4, you just have a Strength score of 4. Simplicity itself. They've also changed some of the lingo to fit the setting better. Feats are now 'Advantages', for example. It isn't huge, but it helps give the game more of it's own identity. They've also scrubbed the powers and cleaned up a lot of the mechanics therein, while providing more options to players. Wrapping your head around some of the more intricate mechanics (Such as linking powers, extras, power arrays) can be daunting, but I consider that a pro cause, hey, it gives the customization some teeth! The artwork is great, and a huge chunk of the book is dedicated to setting and even gives you two small campaigns to run, helping you get a feel for the game before you start creating your own adventures.Cons: Well, this thing isn't cheap. I paid around 44 bucks for mine, which is almost 15-20 more monies than I paid for a lot of my Dungeons and Dragons 5e books. Still, if you love the super hero genre, it's worth. Another small con is that I'm not entirely sure if the third edition is different enough to warrant buying a brand new book. If you've got the Second Edition, and ESPECIALLY if you've got many of the source books, you may wanna pass. A lot of the artwork is recycled (but not all) and the system just doesn't feel like it's gone through a lot of meaningful, substantial changes.
J**.
Great RPG!
I played the second edition of M&M ages ago, before the big Cinematic universes really got going. Fast forward and now my newest ttrpg group asks me to run a super hereos based game so I figured why not go back to M&M. Gotta say while it is everything I remember the rules could be a little more streamlined as in having a better flow to how their laid out. Otherwise it's a solid ttrpg and I hope there's an updated version in the works.
B**Y
Ready for 4th Edition!
I have really enjoyed trying to get my head around this game system, but I think I might have enjoyed even more being able to play it sooner "out of the box." I admit that I have had a blast designing characters as a way to get to know as many powers, effects, mechanics, etc. as I can.Not having actually played the game with my regular gaming group, I can nevertheless say that I have certainly got my money's worth just from the hours and hours of poring over its contents.That said: Some elements are needlessly complex--game mechanics and their descriptions. The efforts to explain the less intuitive aspects more often confused me than clarified the material. The text, and some tables, show glaring errors. At one point during my first read-through, I thought about grabbing a highlighter and just marking every typo, grammatical error, miscalculation, and just send my corrected copy back to them with a note and request for payment--whatever they thought was fair 😁. And let's get 4th edition off and running!Still, though, this book helped my imagination run wild, and that's always appreciated.
R**
Great book
I loved everything about this book
R**L
Great game, but consider the basic book as a package with this one.”
Played this with my group this Thursday, and they really thoroughly enjoyed it. What I love about this system is how open and vague it is in some of the power descriptions, allowing it to encompass any number of potential ideas and superpowers, and unlike D&D or Call of Cthulhu (both of which I absolutely love) I find it a lot easier to make stuff up for this game. It’s fun, it’s simple, and it’s a lot more creatively free. By no means is it a perfect system, only one die being used allows for some enemies to seem unstoppable at times, yet it’s a very open, simple to run, and easy to pick up and play game if you can survive the character creation process. If you’re new to role playing games, or even just this game, I’d actually recommend picking up the basic hero’s handbook first or as a companion to this book. It takes a lot of guesswork out.
J**R
A really fun game!
The interior art is great. The rules are pretty clear, and if you have a d20 background, it is not terrible to learn to play. Character creation is the hardest part and it is fun conceptualizing how the powers work and how they look. Playing the game is much easier once you have gone through the character creation process (maybe a few times). If you have the means, I highly recommend picking up the World's Greatest Superhero RPG.
C**C
Son’s purchase
He will always take care of any DND stuff he needs.
A**R
Arrived ahead of time and in perfect mint condition :)
Arrived well ahead of announced date.Book came in perfect mint condition.Really happy with Purchase thanks! :)
M**P
Llegó rápido
El producto llegó bien. Hubo un pequeño incidente pero el vendedor me lo solucionó rápida y satisfactoriamente.Muy satisfecho con la compra.
D**M
True comic-book action in RPG format!
There are numerous editions and supplements for the Mutants & Masterminds RPG, but this has been my first foray into this system. And I have to say, it's great. The character creation is relatively easy to learn for experienced gamers, and has a good sense of balance mixed with incredible flexibility to create any sort of comic book hero (or villain) you can imagine. The rules are relatively straight-forward. The only thing to be aware of is that you may want to print or photocopy some of the key tables for reference while playing, so you can work out aspects related to your superspeed or superstrength. But otherwise, jump right into adventure!
K**E
Produit conforme à mes attentes
C'est la bonne édition, avec la même couverture, en très bonne condition. L'impression est de bonne qualité, toutes les pages sont là.
T**F
The Deluxe heroes handbook provides everything needed for any Super Hero or Villain campaign.
This deluxe heroes handbook gives all the useful advice needed to run a Mutants and Masterminds game. It's short yet detailed and along with companion books Power Profiles, The Gamemasters guide and Gadget guide will give all the tools needed to run a game. Best part is give advice to nearly every possible option available for q campaign, from World War 2 Supers fighting against evil to a possible modern resurgence of super people who are shunned by society. It is essential to run Mutants and Masterminds
Trustpilot
2 weeks ago
2 months ago