<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=104036.msg5702274#msg5702274">Quote from: TheGlyphstone on 10-01-2012, 02:02:56</a></div></div><blockquote class="bbc_standard_quote">No points in skills, no points in feats or powers, only ability scores - are you really sure you want to butcher M&amp;M to this degree by homogenizing everyone so strongly?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Well, that's for a setting where everyone IS fairly homogenous, and the mechanics are designed to facilitate conflict resoution, so people can focus more on roleplaying in a mostly freeform way.<br/><br/>A quick introduction to M&M 3e, though...  The system is changed to be like True20, where your attributes are based on your modifier, rather than your numeric score.  Attack and defense capabilities are calculated entirely based on a character's attributes and skills (with fighting as a new attribute)   This means that if you want a point of base attack bonus, you can spend 2 power points to buy a point of fighting and have it apply to everything, one power point to buy a close or ranged combat feat and have it apply to one combat form, or half a power point to buy a combat skill and only have it apply to one power or weapon.<br/><br/>The skill list has been massively collapsed, with each skill covering a very broad area, like "persuasion" or "technology"   I never knew the feats in M&M 2e very well, so I can't say how they've changed, except that they've been renamed to advantages, and aren't needed to transfer points between attack and defense.  (but advantages help you do it better)  The most substantial change is in the powers system, as it now works like ultimate powers power creation from the core.  Therefore, you pick a series of building block effects to combine to create your super powers.  So if you want an iron man suit, you give yourself impervious armor, flight, and an array of attack powers with the removable flaw.  If you want a hammerspace, you take teleportation linked with movement (dimensional).  Alternatively, you could take move object linked with invisibility, if you don't send the item into another dimension so much as keep them close at hand.  The powers system is incredibly flexible, and you can create fairly unique powers with reasonable ease, though it's hard to get your head around initially.<br/><br/><br/>I won't consider playing M&M 2e because I prefer third edition, though you guys would seem to prefer a more highly powered setting.  My idea is a game set in 1950, which focuses on a world with a golden age attitude in what was the silver age in our world.  I'm thinking a group of heroes formed in Salt Lake City, to deal with the problem of superhuman mutations caused by nuclear tests.  The aesthetic would be similar to the fallout games, with elements of westerns and 1950s sci fi creeping in.<br/><br/>