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DC Adventures Heroes Handbook Hardcover – October 23, 2013

ISBN-13: 978-1934547373 ISBN-10: 1934547379 Edition: 0th
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Product Details

  • Hardcover: 256 pages
  • Publisher: Green Ronin Publishing, LLC (October 23, 2013)
  • Language: English
  • ISBN-10: 1934547379
  • ISBN-13: 978-1934547373
  • Product Dimensions: 7.6 x 0.8 x 11.1 inches
  • Shipping Weight: 1.8 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (18 customer reviews)
  • Amazon Best Sellers Rank: #505,736 in Books (See Top 100 in Books)

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49 of 49 people found the following review helpful By Grissium on September 9, 2010
Format: Hardcover
Updated based on the comments.

DC Adventures Hero's Handbook is a stand alone RPG that is based on the Mutants and Masterminds 3rd edition game system. Green Ronin (the makers) have said they are going to make a Mutants and Masterminds 3rd Edition book, but I can't see when this is going to be released. So for now if you want to play M&M3rd Edition, this is what you gotta use. I've played a few campaigns of Mutants and Masterminds 2nd Edition, so what I'm going to spend most of this review doing is going over what changed, and how the new system works. I apologize if your new to this game you may not get what I'm talking about completely. Just read the next two paragraphs, and the conclusion at the end, the text in the middle talk about rules changes between Mutants and Masterminds 2nd and 3rd edition.

DC Adventures Hero's Handbook is a role playing game system based on the Mutants and Masterminds 3rd Edition. The DC half the game was fairly well done. They use the DC heroes when talking about examples, and they have a chapter on the cosmic history of the DC Universe. I think this history is showing the classic "Pre Crisis" DCU, but I'm not sure as I'm not a huge fan of those story lines. Overall things are done well, while I have shown this book to a few people and they argue "wait Superman's Strength is what?" and stuff like that. The simple truth is if you wrote up what you think Superman, or Batman, or Wonder Woman, or whoever in a Game System we would probably have two completely different characters. Hell the writers can't make up their minds on how exactly their powers work, and people abilities seem to change based on the plot of the moment, why should you be completely happy with a write up in a Game Book.
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15 of 15 people found the following review helpful By Timothy W. Mccollum on September 23, 2010
Format: Hardcover
I got started in rpg's back in the 80's with DC Heroes by Mayfair Games.
I loved seeing my favorite comic hero's stated out like baseball cards. My first book was actually a supplement. I did not even have the rules to begin with. But that did not stop me from pouring over the entries in my guide Batman Handbook. Later I was able to save my money and get boxed game.
I loved it.

Now I am reliving that fun with the DC Adventures book from Green Ronin.

It is not a boxed set, but it contains all the rules needed to get going, and enough samples to compare one's own character creations with.
I have had fun stating out my own characters. And imagining what kind of trouble they could get into if the power of the DC Universe came to my city.

I liked the Mutants and Masterminds line. I tested the game at GenCon back before the first edition came out. It was quick to get into and easy to play. But there is something extra that comes with this licensed product. A ready made, familiar terrain full of stories that have been told and can be influenced by ones new stories.

At first it took me a while to get around. The core rules are explained in the basics section early in the book. Then there is a more in depth chapter for action later. I appreciate the desire to get players going quickly, but there is a jumbled feel to the flow of the book this way. That happens alot actually. For example the rules on damaging an opponent would seem to go right after the rules for attacking. But instead the damage rules are actually buried in the chapter on powers. Which is actually a chapter on power effects with damage being one of the possible effects.
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14 of 16 people found the following review helpful By Michae Jones on December 30, 2010
Format: Hardcover Verified Purchase
Make no mistake, this book is a mess. As others have said you have to hunt and peck to find what you need. It's the Necronomicon of RPG books.
Having said that however their is something thrilling about figuring it out and getting all the permutations right. I started first making a simple strong guy sorta hero and as the rules have slowly painfully become more clear I've been able to make more and more complex dudes.
I still have not actually played with any of these characters however. Because the book is such a mess I'm having trouble getting my gaming group into it. When you want to make a guy who shoots exploding arrows and you find you have to take levels of device to make arrows and then you have to assign powers to the arrow and then give the whole thing flaws like removable and then plot out the point spread so he can shoot the darn thing based on his skills or training or whetever... my friends quickly loose intrest.
Hopefully MandM 3 will sort it all out.
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6 of 6 people found the following review helpful By Alan D. Gunhouse on January 26, 2013
Format: Hardcover Verified Purchase
The game is good, it is well written and has only a few small errors (there is an errata sheet correcting those out there somewhere. However, the powers section requires a bit of work if you want to do anything past the basics. Unlike previous versions of Mutants and Masterminds (upon which this is based), this version mainly gives power effects and expects the player to design their powers using those. This requires imagination, the ability to calculate things, and a bit of maturity not to get out of hand. It is very good for experienced players who can handle it, but is probably not the best game for starting to learn how to play.
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