

Mutants & Masterminds: Basic Hero's Handbook [Frasier, Crystal] on desertcart.com. *FREE* shipping on qualifying offers. Mutants & Masterminds: Basic Hero's Handbook Review: A great re-boot of a great game - A really good idea to take a step back and reintroduce gamers to M&M 3e. It's great for introducing new players, but more importantly it let's veterans relearn what the game was meant to be and played. Last time we played the characters were all sorts of swiss army knives and complex builds. Everyone just ended up being generic superman who did everything. No individual areas of expertise or charm to the characters. This book has a D&D 5e vib to it mixed with FATE Accelerated. You pick an Archetype and specialty (like Class and subclasses from 5e) and then you have these pharses (like FATE) that describe your character and give you the make up of the characters you build. Very friendly. The book also cuts back on some rules and the more complex math sets to make it more pick up and play rather than stair at the open book and take hours to figure out what it is you can/want to do. Review: A great way to introduce new players to the system - Character creation in this system has always been a headache but this really solves a lot of problems with rule adverse players.
| Best Sellers Rank | #1,323,740 in Books ( See Top 100 in Books ) #179 in Other RPGs #22,714 in Puzzles & Games |
| Customer Reviews | 4.7 4.7 out of 5 stars (155) |
| Dimensions | 7.5 x 0.5 x 11 inches |
| ISBN-10 | 1934547905 |
| ISBN-13 | 978-1934547908 |
| Item Weight | 1.4 pounds |
| Language | English |
| Print length | 128 pages |
| Publication date | October 9, 2018 |
| Publisher | Green Ronin Publishing |
| Reading age | 16 years and up |
D**O
A great re-boot of a great game
A really good idea to take a step back and reintroduce gamers to M&M 3e. It's great for introducing new players, but more importantly it let's veterans relearn what the game was meant to be and played. Last time we played the characters were all sorts of swiss army knives and complex builds. Everyone just ended up being generic superman who did everything. No individual areas of expertise or charm to the characters. This book has a D&D 5e vib to it mixed with FATE Accelerated. You pick an Archetype and specialty (like Class and subclasses from 5e) and then you have these pharses (like FATE) that describe your character and give you the make up of the characters you build. Very friendly. The book also cuts back on some rules and the more complex math sets to make it more pick up and play rather than stair at the open book and take hours to figure out what it is you can/want to do.
T**S
A great way to introduce new players to the system
Character creation in this system has always been a headache but this really solves a lot of problems with rule adverse players.
3**S
Best buy
Best way to learn mutants and masterminds
C**N
Good, but not what I was hoping for.
So, when I ordered this, I thought it was basically a reprint of the original Hero's Handbook, with maybe some updates and was called Basic because it was printed alongside the Deluxe version. It turns out that Basic means basic in this case. Rather than the point-buy system used in the original and Deluxe versions, this book has you create characters using a handful of pre-made options, and, while including some hints as to how you can introduce a few customizations, has no method of creating a completely unique character from scratch or of improving your character over time. For those features, you should get one of the other versions of the Handbook. Over all, this book would be excellent for introducing the system to new players, or for quickly creating a character for a one-shot or short series, which is why I rated it highly. However, if you want a more flexible, if complicated, character creation system, or if you want to take a character and develop their abilities over time, you should consider buying one of the other Handbooks.
L**T
Great way to introduce new players
I liked the simplified rules. Great way to start a new game.
A**R
Great delivery!!
I was upset the other volume of rules I wanted was out of print.....
M**T
Seller is great
The seller was fast and the book was ok. Mainly because the deluxe version is out lol. Get the deluxe version
A**R
Perfect, just what my son wanted
M**N
Eigentlich wollte ich DC oder Marvel (das FFG System) kaufen, aber diese Systeme sind hier in Deutschland kaum erhältlich. Also bin ich umgestiegen auf Mutants und Masterminds. Das System ist aus dem D und D Regelwerk entliehen und auf Superhelden angepasst. Naja - ich mag kein D und D, aber es scheint eine der einfacheren Lösungen zu sein. Zudem gibt es einige Erweiterungen, die Fallen und auch Fahrzeuge - und natürlich die Liebe - beinhalten. Was die Charaktere angeht, bin ich positiv überrascht worden. Die Erschaffung (im Anfängerbuch) ist recht einfach und ermöglicht trotzdem eine Anpassung der eigenen Charaktere. Das System hat die Stärke, dass es schnell zu Würfeln und einfach zu berechnen ist. Und dass jeder D und D Spieler sofort weiß, was passiert. Es lässt dem Spieler die Wahl, ob er eine geheime Identität (wie Peter Parker oder Clark Kent) oder keine geheime Identität (wie Tony Stark oder der Joker) wählt. Es gibt aber eine Sky High - also eine Schule für Superheldenkinder. (Finde ich nicht so überzeugend - aber O.K. kann ich ja weglassen...) Superhelden auszuspielen ist nicht so einfach, weil die eigenen Fähigkeiten den Bereich jedes anderen Rollenspiels sprengen. (Das alte System von Schmidt Spiele war ja ein taktisches Hack and Slay mit kleinen Rollenspielelementen. Die Karten von damals sind aber immer noch super. Was das Rollenspiel angeht, ist Mutants and Masterminds schon besser.) Die kleinen Einführungsabenteuer, in denen es um eine Häufung von Wetterkatastrophen geht, leiten gut in das Leben als Superman oder Superfrau ein. Eine Verlegung in andere Universen (Marvel, Sky High, Ladybug oder DC) fällt ziemlich leicht und so sehe ich Mutants and Masterminds als gelungene Alternative zum FFG Game. Was mir fehlt ist der erzählerische Aspekt, den FFG sehr schön mit den Erfolgs- und Nebenerfolgswürfeln bringt. Ich wäre auch lieber in einer der großen (Comic-)Welten gewesen - aber O.K. das kann man ja anpassen. Ich habe das Spiel bisher nur gelesen, nicht aber gespielt. Wenn ich zum Spielen gekommen bin, überarbeite ich diese Rezension.
G**K
The book got to me by the date it said it would. Good book for learning the basics and how to play a game of mutants and masterminds.
B**S
Mutants and Masterminds can be a daunting prospect to learn in spite of its simplicity. Character creation can also be complex, the basic hanbook makes that easier with templates which lead a player through that creation process step by step. Clear Concise layout and incremental explication of rules make it easier to learn the rules as you go.
N**N
I love the book and it definitely makes everything a little easier to understand, and character creation is definitely a skill I need to learn when it comes to this game.
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