When I first heard about Mutants & Masterminds, I was a bit skeptical to say the least. A d20 superhero game? Really? And what's with that name? The whole thing just reeked of bandwagon-ism. As an old Champions fan and a more recent buyer of Silver Age Sentinels, I was more than a little dubious.
Then I read it. The original Mutants & Masterminds was a brilliant example of both how to reimagine a system for your own purposes and how to do a superhero game. It captured both the mechanics and the spirit of superheroic adventure perfectly. Simple combat systems and a clean but infinitely-expandable character creation system, rivaling Hero Games in potential but vastly easier to use, made M&M the best superhero game since Champions revolutionized gaming twenty years earlier.
When I read the guidelines on converting from First to Second Edition, I was once again unsure. I loved the changes to skills and Hero Points, but the apparent alterations to Extras and tweaks to Feats, both power and regular, worried me.
I should've known better by then. To paraphrase from another hero's catch phrase, they're still the best at what they do. More streamlined and balanced, easier than ever to read and play, Mutants & Masterminds 2e isn't just the best superhero game on the market, it just might be the best overall roleplaying system ever. There's a reason they've done expansions for fantasy and anime. It just works.
Now, as of this review, M&M is down to ten bucks. Ten bucks! Not only is it one of the best RPGs on the market, as a PDF it's one of the best deals you're likely to find. So. Are you ready to save the world, hero?
[5 of 5 Stars!]