You're suppose to roll defense- You roll attack against defense and then damage against toughness. That's how *I* read it at least.
I can't find that anywhere in the core book, which is why the AP got me so confused. Page 150 of the Mutants and Masterminds Core Book lists Defense as: "... the Difficulty Class of an opponent's attack roll."
It's 10 + Defense Bonus + Size Mod. + Misc. Mods.
It sounds stupid, rules are what I focus on and deviation from them without specific mention of house ruling throws and annoys.
And now I'm starting a war in a thread meant to discusse the game, not the system.
I'm going to try running a game of this myself, hopefully convince some of my players to try Mutants and Masterminds.
I kinda saw the rolling as Risk-esque with D20s- Attack VS Defense, Damage VS Toughness. But, being an avid WhifeWolf gamer, I have that whole 'rules are there to bend, break use or discard freely' mindset.
But, back to the actual play: I can't believe those guys are power level 10. I've found power level 10 characters to be, in their own right, overpowered, then to hear this group getting beat up by a bunch of PL 2 goons is really...well, makes me go O_O
Since this is a neat little setting Ross has cooked up, I decided that, someday, I will run an Age of Masks game as well. Maybe someday after me and my group are down our current M&M game, which is more of the standard Superhero-fighting-Supervillains style.