[RPG] How to make best use of the alternate powers in Mutants and Masterminds

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The last time I played Mutants and Masterminds 2e I tried to make a character that imitated a giant tarantula (kind of a subverted Spiderman). But I never got to grips with Alternate Powers :

A particularly important power feat is Alternate Power, which allows you to use one power to essentially duplicate the effects of another. So, for example, you can use your Telekinesis to create a powerful kinetic blast, or your Fire Control to forms sculptures of flame. Many of the powers in this chapter list potential Alternate Power feats suitable to the power’s effects. The listing in the Power Feats section describes Alternate Powers in detail but the important limitations to keep in mind is that a set of Alternate Powers (called an array) must all have the same costs and you can only use one of them at full power at any one time.

Emphasis mine.

My character had various abilities, some of which where Alternate powers. From what I remember, this was:

  • Aura of Dread (name?)
  • Invisibility/stealth bonus
  • Extra arms
  • Strength
  • Two separate types of venom

I think at least the poisons were alternative powers with each other (two combined) or maybe with the aura of dread (making three alternates). Or the aura of dread and invisibility/stealth were bundled together with one or both of the poisons (combining 4 alternative powers). My logic was I wouldn't want to use the two poisons at the same time, and/or the aura of dread (I think my reasoning was: if somebody is frightened by the aura, I don't need to envenomate them and vice versa).

At the time (sometime between 2008 and 2009, if it matters for errata date), the other players helping me make this character told me that anytime I swapped alternative powers the previous power stopped working entirely. i.e. any effect from the venom would end as soon as I switched powers.

Because of this advice, I've never understood the best/correct way to design alternate powers that have a duration. How can make the most of all alternates at the same time. Should the alternate powers be thematically the same (so they don't overlap in use), or different (more like a toolkit)? Should I just make sure none of them have ongoing effects at all?

What things do I need to keep in mind when optimally combining Alternate Powers in M&M?

Best Answer

Alternate Power is best used for effects that are thematically similar, useful one at a time, and with a duration that's either instant or continuous. If the duration is sustained, or maintained by concentration, you'll find yourself having to drop one effect or another during the change in slots, which can feel disruptive. AP is really good at helping simulate "energy controllers" or other types that can manipulate an element in a variety of ways, but don't necessarily need to do more than one trick at a time. It's also good for "arsenal" characters or other utility-belt builds.

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