M&M 2nd had the six D&D attributes and Fort, Ref, Will, and Toughness saves (I believe you can find toughness saves as an optional rule in Unearthed Arcana for D&D 3.5, as well). They also had Attack and Defense bonuses, which were roughly equivalent to BAB and AC. In 3rd, they added two attributes, more defenses, kept the points the same, and took away drawbacks. In 2nd, Drawbacks were flaws that were more serious than complications, and gave you bonus points, much like how negative qualities work in Shadowrun. Vampire bursting into flame when they are exposed to sunlight? Drawback. Taking an enemy's sword whenever you defeat them? Complication. Superman reacting to Kryptonite? Drawback. Claustrophobia? Complication. Can only use your mega-blast at full power? Drawback. Secret Identity? Complication. And so on. In 3rd, they lumped all those things in as complications. Combined with the extra attributes and defenses you needed to buy, this basically encourages people to be one- or two-trick ponies, rather than generalists, and makes it more difficult to build a 'monster' character that lives up to the archetype. In other words, if you're Superman, Wonder Woman, or Cyclops, you're fine. If you're someone with more expansive powers, you're SOL.