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Mutants & Masterminds vs NewEdo

Compare Mutants & Masterminds and NewEdo side by side. See differences in complexity, dice, genre, and more.

Mutants & MastermindsNewEdo
GenreModern, SuperheroCyberpunk, Fantasy
TagsSuperpowers, Heroic, Crunchy, Character Building, Tactical, CinematicCinematic, Character Building, Crunchy, Classless, Faction Play, Heroic, High-Power, Urban Fantasy, Tactical
Core MechanicRoll d20 + modifier against a Difficulty Class. Heroes are built from a Power Points budget capped by a series Power Level (usually 10), which limits paired trait totals (attack bonus + effect rank, dodge + toughness) to twice the level. Damage is resisted with Toughness checks that escalate conditions (bruised, staggered, incapacitated) instead of tracking hit points. Hero Points let players reroll, edit scenes, or recover from conditions; complications coming into play earn them back.Contests use a dice pool combining Core Trait d10s plus Skill dice (d4, d6, d8, or d12 depending on Focus) against a Target Number, with d10s exploding on 10s. Before each contest, the player Rolls their Fate on a d100 and resolves any matching lines on their personal Fate Card, which fills up with triggered effects as the character develops through Path abilities and in-game choices. Legend is the character's reputation and acts as a resource pool: spending up to 5 points of Temporary Legend per Round adds that total to a dice pool for cinematic stunts, and Legend is regained by doing memorable things.
Diced20d4–d12 dice pool
ComplexityHighHigh
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseOGLAll Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherGreen Ronin PublishingSalty Games
Year20132022
LanguagesEnglish, ItalianEnglish
Best ForGroups who want unlimited freedom to design any superhero concept (from masked vigilante to cosmic powerhouse) with a flexible point-buy build system and tactical combat that emphasizes power-level balance.Groups who want deep character customization across magic, cybernetics, and skills in a near-future city drawn from Japanese folklore and samurai fiction, with heavy factional politics and larger-than-life heroes fueled by their growing reputation.
HighlightsModular power-construction system builds any superpower from effects, modifiers, and flaws; Power Level caps enforce balance even when individual traits vary widely; Hero Points reward roleplaying complications with mechanical benefits; conditions track damage progression instead of using a hit point poolPriority Buy character creation distributes uneven resources across Backgrounds, Magic, Augmentations, Skills, and Core Traits so that no two builds share the same shape. Ten playable Lineages are drawn from Japanese folklore (bakeneko, kappa, karasu, kitsune, oni, saru, tanuki, usagi, human, and the cybernetic half-machine hisanaka), each with two Cultures. Seven Factions and their Paths tie every character to a political stance in the Empire. Magic is built around Shinpi and Rotes granted by tiers of kami: casters negotiate with spirits rather than memorizing spell slots.
ConsiderationsCharacter creation requires significant rules mastery to navigate the point-buy power construction; resolving an attack involves multiple checks per action: attack roll, Toughness resistance, condition tracking; Power Level caps can frustrate players who want to push paired-trait limits like attack and effect rankDense interlocking subsystems (Legend, Fate Card, Trait Noise, Shinpi, Priority Buy, Derived Traits, Wound tiers, and four Soak types) take significant time to internalize before first play. Core rulebook runs over 300 pages and is paid only, with no free quickstart or SRD. The setting mixes cyberpunk, samurai fiction, and yokai folklore in a single package, which may not suit groups looking for a pure take on any one genre.