Flint_A:
badpenny, which edition of M&M are you talking about? Because for 3E I thought the in-game mechanics were really simple.
It's not about simplicity or character building, but playing the game.
Both 2e and 3e suffer from the same problem: trade-offs are broken. Trading off Attack bonus for effect is not as good; trading off Defense for Toughness is not as good.
- Rolling over someone's Defense (Parry/Dodge) gets you nothing; lowering your effect also reduces your ability to stunt as you can't stunt off your attack bonus.
- Defense can be bypassed by Area attacks and Perception-range attacks; nothing bypasses Toughness.
The skill system is broken, more egregiously in 3e than in 2e, but both have problems. Effects are clearly better than the effects you can buy from skills, for instance. A STR 2 martial artist with invests 6 points to get Athletics +12 is totally outclassed by buying Wall-Crawling 1, Speed 2, and Leaping 2. The effects require no skill rolls, are objectively better, and can even be used with Extra Effort for additional effect.
I can go on and on. M&M 1e has other problems, but can be fixed with minor houserules, whereas 2e/3e would required a thorough re-write.
IMO, M&M 4e (if there should ever be one) should go all in on effect-based building and do away with skills for effects. If you want to climb, buy Wall-Crawling and apply modifiers/descriptors to make it "skill-like."
But when you have so many ways to build characters that out class other characters, you have a broken system. Street-level characters are so totally hosed in M&M they are unplayable.