It's a little weird that there are a fair number of questions that are asking if one can do various things in the game or will be included in the game that are already in 3E M&M so yes, I think it's safe to assume powers and options included in the current edition will be included in the new one. I'm guessing a lot of the people asking don't play the current game but I don't know. Since they announced the new edition a few months ago there have been all kinds of helpful suggestions made including things like "you should add in a hit point system" which ... yeah, I don't know. How has no one thought of that in the prior 20+ years of the system? "No hit points" is a feature of the game, not a miss that needs to be corrected.
That does lead into another point I see made: "It's easy for D&D players to learn because it uses a d20 for everything like combat and skill checks". That is, in my experience, really not the case. Sure, the Abilities are mostly similar, skill checks and hit rolls are familiar, but for people coming over from D&D 5E there are 3 massive hills to climb:
- Power Level in M&M is not the same as Levels in D&D. They're just not, experience points do not work the same way and "levelling" is just not a thing here, or in most superhero games. This is a pretty big shift. I wouldn't change it, it's just a thing new players have to work through.
- Powers and the construction thereof just blow people's minds. It's not intuitive if you're coming over from D&D. Explaining effects-based power design is a challenge and while many people can pick it up quickly once you've walked them through it using known examples of superheroes there are a lot of people that have a really hard time making that jump. A lot of combat ability comes from either the "Damage" effect or the "Affliction" effect and while they are extremely flexible getting this through to a new player is a lot tougher than sword/bow/axe/magic missile.
- Finally there is the damage system: it's a huge change from any version of D&D and a lot of D&D-only players hate it as soon as they see it. Some will come around if you can get them to persevere, but in my experience it is the single biggest deal-breaker for new recruits. I would never want them to change it, but it is the biggest obstacle I see. Sometimes that's just the way it is. It's a different game, parts of it are going to work differently, and that's a good thing, not a negative. Not everything needs to use the same mechanics.
(It's also very similar to Savage Worlds' damage system and between the two I've played enough that I like them better than hit points for a lot of games but it's an issue for new players there too.)

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