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M&M 3e

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What does /tg/ think of this game?
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As with most point-buy character creation systems, it's more a pain in the ass than it's worth.
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>>50369641
It's fantastic. It's fun, versatile, and, once you wrap you head around it, which isn't too hard, extremely easy to use if you (or at least someone you play with) can perform basic math. It's one of my favorite systems at the moment.
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>>50369641
After about 100h of gameplay, I think it has good and bad, but the bad is pretty big and I haven't the slightest idea how to fix it.
Namely: Character creation is great, but combat takes for goddamn ever because of the damage system, and all the attack powers are so samey that 2 hours of combat is boring AF.
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>>50369641
I'd say it's better than the usual DnD stuff at least if you just want to have over the top fun. Herolab is a MUST for character creation efficiency. When you have Herolab though, it's so much fun statting out different encounters.
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>>50369641
Love it personally.
It's upsides and downsides like everything but that's true of if all systems.
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>>50369726
Attack powers are only 'samey' if your players are idiots.
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Do you need the GM's guide for anything? I wouldn't want prebuilt adventures and I don't want to pay for a few hundred pages of advice.
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>>50370477
Not him, but a lot of players ARE.
Some GM's and players just aren't intelligent enough to play some games, nothing wrong with being differently abled.
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>>50370511
There's some helpful guidelines for the thematic nature of different "eras" of comics, a few alternative rules, and a TON of villain and minion stat blocks that are invaluable.
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>>50370511
Game wise the GM Guide has some prebuilt mooks and some optional rules which you really don't need. That's about it.
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>>50369726
>>50370477
Can't the whole "All attacks are the same" apply to a lot of systems? I mean, in DnD all weapon attacks and damage spells are just damage dice with different descriptors and modifiers to them. I mean, there might be more system that have all these different rules for simulation, but is that necessarily a good thing for a superhero system?

And descriptors in MnM 3e have functions outside of their mechanical power effects. I mean, you can use heat vision to damage someone, but you can also use it for things such as melting a metal door shut or lighting a fire if you're in a situation where its damn cold and you're low on supplies.

I mean, I was in a DC Adventure game which our party's speedster dropped a catwalk onto Parasite by using Plastic Man as a chainsaw.
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>>50370511
The Optional Rules are pretty good, I've definitely gotten use out of the mass combat and wealth rules for one.
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>>50370574
>Can't the whole "All attacks are the same" apply to a lot of systems?
Yes, and that's why I consider people that make that argument totally fucking retarded. Unified mechanics do not make you play the same way.
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>>50369641
's great. Flat out my favorite system in general.
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>>50370511
Yarrrr.
https://www.mediafire.com/folder/026war1l4oo42/Mutants_and_Masterminds
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>>50370477
Attack powers are samey if players make optimized characters instead of interesting ones, because the game gives you very little mechanical incentive to build interesting powers.

There are lots of tools that allow you to build really cool stuff, but you also have more than enough points to just build a win button instead.
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>>50374917
And the book explicitly tells DMs to slap a bitch if they do that.

Funny, its almost as if the designers knew that giving someone all the tools to make a full on superhero would cause some trouble for people with shitty munchkins and wanted to explicitly empower the DM to tell'm to fuck off!
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I literally can't play any other garbage systems after this.

No matter the setting, M&M is best.
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>>50369641
I just finished playing in a campaign of this actually, It was super fun. The character creation is amazing, we had anime characters, western superheroes and angsty goth teens all playing in the same game and everybody at the table could make exactly the character they envisioned in their head.

However, with this freedom comes a whole host of problems with encounter creation, mainly that villains are very hard to balance and the game doesn't offer the GM much help in balancing them. Due to the power level balancing out defence and offence every villain will either have one very prominent weakness, or not have any majorly powerful offensive abilities. A balanced party probably has a powerful attack targeting each, or at least most, of the 5 defences and due to the way the conditions work it only takes one bad roll to completely neuter most villains. Hell, if they fail by three degrees on most effects the fight is essentially over, which lead to a lot of extremely unsatisfying fights.

Maybe this was because we were inexperienced with the system, but we played this campaign for 6 months and we still had problems with fights being hard to balance. Maybe it was our GMs fault but I doubt it, because they are amazingly good at making tight, challenging and exciting combat encounters in every other system we've played, and we've played quite a few. Maybe it just wasn't the system for us, the campaign in general was still great so at least it didn't get in the way of a good time, which is something to be thankful for.
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Running second campaign of it, this one's going a lot better - it's a great system, IMO after houseruling in HP rules in place of the frustrating as hell toughness roll system. Works better now that I'm not running it like a dugeon crawl.

I'm not even running a proper superhero game with it, pic related.

Only other edition I've played is 1e, which it's certainly an enormous step up over.
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>>50378162
>after houseruling in HP rules in place of the frustrating as hell toughness roll system
Any chance you could write those up and post them?
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>>50378162
And what's so frustrating about them? I find the Toughness rules one of the best things about the system. Probably my favorite damage system around. It does big damn heroic knockdowns great, far better then HP ever could.
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>>50378256
Not that guy but my main problem is how random it can be, no hero or villain should go down like a chump in one hit due to a bad roll.

Also, and before I say this I fully admit it's kinda dumb, but as a player it's much more satisfying to get a huge a hit because you rolled high rather than because they rolled low. If you succeed because you rolled a natural 20 it's like "I won because I did something exceptional" but if you succeed because they rolled a natural 1 it's more like "I won because they fucked up"
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>>50378442
You know how hard it is to actually go down on one bad roll? Its not easy. Like, at all.

And they do get Luck rerolls and shit too. Hell, that's how villains work. They get a reroll, you get an HP.

Beating them down, and then managing to land that killshot because both you got big damage, and they got a low roll, is great, and I seriously have no idea what you're on about.
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>>50378484
It might be a skewed experience because our GM was rolling in front of the screen, and my character was a powerhouse that had some pretty nasty damage, but our villains went down pretty damn fast. It also might have been because our campaign was PL8 so the badguys couldn't have nuts toughness scores, but the last villain was a PL14 character with super tough minions and he still went down in 2 and a half rounds.

The thing is any character only needs to fail a check by 11 twice to go down, with a variance of 1-20, even with a significant bonus that's not that rare. None of our villains had the luck advantage, maybe that was the problem, but if so the gms portion of the book should stress the importance of that advantage way more. Honestly, toughness was the least of our villains problems, the fact that any defence check other than toughness only needs to be failed by 11 once to effectively end the fight led to more anti climaxes than the problems with toughness.
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>>50378622
>>50378484
Also just as a corollary I totally agree with you that when the system works, and after an exciting battle you land that miracle shot and smack the shit out of the villain it feels great, just like a scene out of a golden age comic. It's just that in my experience at least, the system lead to just as many disappointing anticlimaxes as it did amazing heroic moments.
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>>50378256
Pretty much what >>50378442 said; it kept happening in the first campaign I ran. All. The damn. Time. The inverse too, with a minion with only a slightly decent Toughness save rolling fantastically for several attacks straight, bringing the game to a screeching halt. Meanwhile, the majority of the major villains/heroes fought went down like chumps on a bad roll.

Now, I realise if I did this campaign again, I'd a) be rolling behind a screen so I could fudge things, and b) Using rerolls more on villains, not to mention c) putting less focus on combat so it wasn't as apparent. But for the game I'm running now it was always going to be very combat orientated, and a HP system works a lot better within the setting I'm using for in-universe reasons.

>>50378442 is also correct in noting that player rolling just feels more "fun" than GM rolling for those sorta things. It's exactly the same, yes, but it does feel different; having played on both sides of it, it really does feel frustrating to just have to sit and wait for the GM to tell you whether your attack worked, rather than being able to see high number, that's good. Personally if I were to run a game using the Toughness roll system again I'd be doing it so that it's nearly always players rolling, just have it be assymetric so they both roll Toughness against incoming damage and roll Damage when hitting opponents.

>>50378194
It's still in rough stages but sure. I'm in a bit of a rush so I just copied and pasted it for the campaign I'm running, which means there is some specific stuff in there which is only for RWBY games, and a few bits are missing, but it should be enough to get the gist of it. Might do a more tidy write up later if people are interested.
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>>50378622
Honestly, it just sounds like your GM was shit at building villains. I've never had that experience, outside of once when I prepped hard and got a full power attack crit on a speedester who didn't know I was there.

Also, if its 1 villain against a group, no wonder, of course they'll get their shit kicked in royally. The action economy is just so hard against them there's fuckall they can do.
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>>50378712
>All. The damn. Time. The inverse too, with a minion with only a slightly decent Toughness save rolling fantastically for several attacks straight, bringing the game to a screeching halt. Meanwhile, the majority of the major villains/heroes fought went down like chumps on a bad roll.
So just...stupid luck. HP doesn't really help with that, but if it works for you, enjoy I suppose.
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>>50378743
>Also, if its 1 villain against a group, no wonder, of course they'll get their shit kicked in royally
The villains had minions, I mentioned them in my example, mate.


>It just sounds like your GM was shit at building villains
Here's the thing though, if they have such a high toughness that them being eliminated outright due to bad luck is off the table or super unlikely, their other defences will will suffer as a result due to the power level system, and remember the villain has to only suffer one bad roll on any of their defences to essentially be out of the fight. If they have balanced defences they still have a chance of failing against one attack badly and the fight ending pretty much immediately and their balanced stats mean that they probably don't have very powerful offensive abilities to bring to the table. Maybe campaign PL+6 or something similarly ridiculous is the base level villains should be built at, but if so the book should mention that. Also if the expectation is that the players supposed to go up against villain teams so that one bad dice roll isn't essentially a fight ender, the book should encourage that. As it is now, the main thing that GMs should know about encounters is to roll behind a screen.
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>>50377883
You should find a way to give everyone something different to do to keep them busy and not immediately neuter a single fight.
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>>50378972
>GM
>Building villains purely to PL and not to actually properly challenge the group

As I said. Shit at building.
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>>50379133
My point was the game gives him no advice to get better at building villains, theirs no good equivalent to a challenge rating system, and the advice that it gives GM often leads to unsatisfying encounters. By saying that he's shit because he doesn't break the PL rules are you suggesting that he break the rules of the game to make the game work?

Maybe I'm misinterpreting you but it sounds like your point is "git gud", which really isn't an endorsement of of the games systems in my view.
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>>50378162

...seems like toughness would work better than HP to represent that setting.

Aura and all that.
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>>50379258
Let's be honest though, even in DnD CR does not do much to explain what truly is and isn't challenging for your party. (pic related). If you have an enemy that is immune to toughness checks with characters that exclusively affect toughness, you're going to have a rough fight on your hands for them.

Although if you want some sort of guideline, there's something for you here: http://www.myth-weavers.com/showthread.php?t=198752
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>>50379670
Aura's literally quantifiable as a percentage scale; having a flat total from which to calculate fits *much* better than RAW for representing it.
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>>50369641
>>50369641
I think it's horrendously broken and over complicated. And when somebody knows what they're doing and makes a power house character, it's impossible for the other players to have fun since they just become spectators.

But this is a problem with lots of point build and super hero systems.
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I think statting out superheroes is missing the point of comic books.

However, it's still an okay point-buy system for people who are into that.
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>>50380199
Super heroes are just a context for indulging in your minmaxing and making your perfect e-penis sheet of super powers.
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>>50369641
I don't like how a specialist character can't surpass a peak-built generalist, and is simply choosing to be worse in the other aspects of their character without benefit.

It leads to players never building them.
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Have you ever wanted to play D&D but with dumb superhero powers? Then M&M 3E is for you.

Have you ever noticed that D&D-type adventures lack most of the hallmarks of superhero stories? Don't worry, M&M didn't notice either.

The powers system is needlessly complicated and, for some fucking reason, vacillates between linear and logarithmic scaling.

The system math puts 4E to shame for its hamster wheeling.

Arrays are simultaneously a clever way to handle creative use of powers and a game design abortion.

The actual problem with superhero RPGs is that they insist on being action-oriented, when in reality, 99% of superhero action is INCREDIBLY DULL. Superheroes play rock, paper, scissors and it's always deus ex bullshit that adds the note of drama. Superheroes RPGs were made for LARPs, because talking about what a superhero would do is way better than actually doing it.

Just player a lighter, more narrative system like FATE if you want to play superheroes. I've also had fun (FAR more fun) with Cypher System, though that's not a product of a great system but rather of a great group and GM.
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>>50380328
>Just play an awful, non-game system like FATE if you want to play superheroes. Why would you want to have a pesky game get in the way of your hippie storytelling time?
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>>50380282
>>50380154
Specialist? Generalist? Powerhouse? Are you sure your guys aren't playing with bad or at least inexperienced GMs? Because I think a good GM who bothered to read the book would make sure everyone gets help in creating their characters so no one is jobbing or being put in the backseat. Also, depending on what you mean by powerhouse, that's very situational in effectiveness unless your GM does nothing but combat.
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>>50380154
>>50380515
Yeah, the thing about M&M is that it needs a very involved, aware GM who's willing to tailor every encounter very specifically to the heroes and ensure they all get chances to shine.

Also, vetos.
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>>50380364
You're allowed to not like systems, anon.

But you don't need to be a cunt.
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>>50369641
People seem to love it for some reason even though at the mention of literally any other d20 system they foam at the mouth in autistic rage.

I don't understand this place sometimes.
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>>50381231
What other d20 systems? At least other than DnD.
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>>50381231
Nobody really hates 5e.
Nobody really cares about 4e anymore, not even the trolls.
AD&D is still loved. OD&D has the entire OSR movement to support it.
There are a number of heartbreakers that get often recommended (FantasyCraft and Legend).

It's only 3.PF, mate.
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>>50381231
Probably because it's a substantial departure from other d20 games.
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>>50381355
>>50381406
I haven't actually played it, but I read it and it just seems like 3.5 with some extra bits stapled on.

I mean, I don't really care. I don't think that's intrinsically bad. I just don't like the d20 system that much.

It just seems like people here mostly hate 3.pf but have nothing but praise for what is essential a derivative game using mostly the same system. Am I just missing something?
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>>50381457
>I haven't actually played it
>>50370574
Oh, I almost completely forgot that power effects antithesis to each other in descriptor, including Damage powers, can also be used to counter each one another. So that's even less reason to say that all powers are exactly the same.
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>>50381457
People hate how many trap options are in PF.

In M&M the math is laid out plain as day, and the mechanics are so unified that there can be no confusion, so you can immediately see when building your character how competent they will be, before they even see play.

>>50380515
Power Caps are the same regardless of whether you build a strong "I punch stuff" generalist or a "I specialize in rapier swordfighting" specialist, and as a result, what specialist *really* means is "I'm no better than the other PCs at anything they focused on, but I'm much worse than them in most other areas."
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>>50381777
>INB4 "Not building to caps"
IIRC All the prebuilt characters are built to caps, and any PC with even half a brain is going to do so.
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>>50381777
Okay, so from what you're saying about the rapier specialist, is that guessing they've put a lot of skill points into attacking with a rapier and even some combat advantages fitting to the character. That still should leave you with plenty of points to put into other things even excluding the obligatory point put into defenses/abilities. Where are all the rest of those other points going?
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>>50381856
The point, is that they'd have been much better off building a punching dude.

They lose their weapon they're totally boned, and they don't get much to compensate. the difference in point costs wasn't sufficient when I saw it happen (I dont have the book or examples in front of me, unfortunately) to make up for that.
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>>50381882
So, the character's player isn't using the significant discount they get from using a weapon rather than their fists to get the additional utility? Also, how powerful is the rapier?

Once again, I don't understand what's this whole thing with building a specialist. You can build a guy who uses a rapier, but that doesn't mean you have to solely make attack checks. What about Close Ranged Deflect with Reflect modifiers to simulate outsmarting someone and using the momentum of their own charge to drive your super durable rapier deep into them or simply a parry/counterstrike?

Same thing could be done with Reaction Strength Damage for Countering. Or how about someone who's so skilled at fighting that they can read their opponents so well that hitting them does not take anything more than a routine check (Affliction Perception Vulnerable/Defenseless with check required: Close Combat resisting with either Will to avoid showing weakness or Parry to test the opponent's proficiency in close range defense)? What about a multiattack o Strength damage?

A guy with a rapier doesn't have to be JUST a guy that uses their attack action and nothing else. The only thing you have to worry about is getting disarmed, which is far from a guarantee and you should still have Skills to help trick the opponents via Feint among other creative approaches (Especially since, once again, your easily removable power is a lot cheaper than the guy who's going full Strength).
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>>50380328
this is some bad bait
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>>50378712
>>50378194

2e had actual rules for an HP system in its Mastermind's Manual, by the way.
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>>50381777
That's fair and makes sense. Perhaps I'll give it a reread. I still doubt I'll like it though since d20 is just not my cup of tea, but I would like to have a better understanding of it.
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>>50382943
No worries if you prefer other things, anon. Everyone has different tastes after all.
Big ups for being willing to revisit it, though, that's more than a lot of folks on /tg/ would be willing to do.
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>>50381457
It fixes like 80% of 3.pf's flaws, including all the worst ones.
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>>50369641
It's very fun, ran it for a short while between campaigns.

The rules are quite intuitive
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>>50379258
There is actually some advices in a GM guide. Though you do still need some DMing experience.
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>>50382943
If you want something somewhat similar, Kenson also created ICONs, which is basically M&M with a narrativist 2d6 mechanic instead of d20 and some randomness thrown into creation (though it's optional, and can be replaced with point-based choices too).
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>>50382077
This is a prime example of where theorycraft runs face-first into the brick wall of player experience.

The rapier being easily removable, and thus allowing for additional points and powers, only matters if the GM is willing to see that obvious weakness that you've chosen and keep hitting it until it breaks you. When he does that, the extra points you have had better make up for that hard counter. In reality, in M&M, the hard counter against a specialist is not fun for either the player (who can't do his cool thing he got at a discount) or the GM (who feels like he's just denying fun).

Ironically, that hard-counter-a-hero-to-death experience is one of the few iconic superhero stories the game models well, though it seems to be entirely by coincidence. The problem is, it's the least conducive to players having fun, especially in a game that places such an emphasis on mechanizing the cool things your hero does.
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>>50369641
I have had tons of fun with it.
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>>50389899
Hmm, I think a good idea will be to have abilities a little less specialised than "rapier only" but more than "any weapon" (though that can work too).

There is enough rapier like objects that can be used. A stick with the right length can be declared a "training rapier". It is easier to break and you'll ned to have a variable descriptor on the power but it should model swashbuckling character good enough. Someone who can use anything that even resembles his weapon long enough to swing on a rope to his blade that was stuck in a wall.
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>>50369641
It needs to have a new edition and accompanying miniature game
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>>50390070
Not sure if bulge or unfortunate shading attempt.
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My only complaints are that the character sheet seems confusing for first-time players, the arrays are barely explained, and there's a real downer when you realize being able to throw a building at someone could be completely negated while a 2 STR baseball player can knock out the same villian because they rolled a 1 for toughness.
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>>50391245
Bulge.
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Can someone please explain arrays to me. Are they a cost-reductive thing or is it just a way to organize powers on a sheet?
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>>50392134
Both. A standard array lets you set up multiple powers in a single set of powers with the condition that you can only use ONE power in an array at a time. For example, you can have an array of different vision powers, like heat vision, cold vision and X-ray vision; you can only use one of those visions at a time, but you can freely switch between them at no cost. An array's cost is the cost of the most expensive power in the array + 1 PP for every additional power you add to the array.

There's also dynamic arrays, which let you use multiple powers at the same time, but only for however many points you have available in that array split between your abilities of your choice.

Arrays are very efficient, but like everything else in your character, they should make sense and avoid being abused.
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>>50392134
Cost-reductive. Literally just read the book, its fully laid out on page 136-138, clear as day.
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>>50369641
Too easy to break. Hard to balance. Unless you make a conscious effort to ensure your entire party is at the same level, some will build noticeably more useful characters than others.

Best superhero system out there, though. Only one close is GURPs, and I swear to christ if I have to help my players calculate skills in GURPs one more goddamn time I'm gonna kill someone.
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>>50392219
Thanks. I guess I skimmed over it during my read through.
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>>50392393
It happens, it just frustrates me when people claim something isn't clear, when the book lays it out pretty clearly.
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>>50391524
Wait a minute, do natural 1s even affect resistance checks in MnM3e? But even then, if a building doesn't hurt a villain but a dude with a baseball does, that might be a failure on statting the villain.
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>>50392602
They don't, outside of the fact you just rolled a 1.

While Nat 20s effect skill rolls, and resistance rolls, natural 1s only effect attack rolls, and even then it's just a MISS, nothing worse.
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>>50392634
Well a 1+9 toughness vs a 18 (roll)+2 STR+2 Skill is a knockout while a 16+9 toughness vs 3+12 STR+4 (building) is a tickle
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>>50376814
>M&M is best, no matter the setting
It's all I use for fantasy these days
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>>50392710
>Decent balance between martials and casters
>The fighter actually feels like a god of war
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>>50392778
>>50392710
Indeed.
>http://www.giantitp.com/forums/showthread.php?279503-D-amp-D-in-M-amp-M-a-new-approach-to-rebalancing-3-5-PF

>>50392694
What the fuck are you on about? Attack rolls do nothing to add to it unless they crit, and then its only a +5 to damage.
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>>50392634
That's what I was guessing.

>>50389899
I don't understand. You have 150 points (give or take 30 points depending on the campaign) to spend, you should have enough for your character to adapt to a situation. I am honestly tempted to make a rapier user and then find a one shot to run them through to prove my point.

Also, this argument is heavily leaning on a GM that is going to have a Death Star made out of your character's Kryptonite descending upon the earth every session. I have played Mutants and Masterminds, and the only time a player has ended up "ineffective" was because the GM was not doing their job helping in character creation or not giving player characters opportunities to shine.
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>>50392885
Same. The mindset that guy up there about 'theorycrafting' is utterly alien to me. The game is made so it NEEDs the ST to work with you, and you with him so everyone has fun.

If you are being constantly hard-countered, something's wrong.

You're a fucking hero, it is ok to be powerful and kick conspicuous amounts of ass.
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>>50392778
BT is my waifu
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>>50369641
Its horrendously unbalanced. You basically have to go out of your way to not break the game, but its pretty fun.
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>Read on /tg/ that this system works fine for magical girl and mecha games
>Read the core rules
>Get lost the moment they start explaining powers

I might be too stupid to use this system.
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>>50393777
Maybe we can help.

What's giving you trouble?
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>>50370398
>Herolab

It amazes me nobody has managed to crack it. I played about with the trial and it seems pretty good but it's not $30+ good.
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>>50394042
Yeah, I jus thave no idea. Its on sale right now...I actually went ahead and bought it for a friend for a combination birthday/Christmas present. 23 bucks at the moment.

Still, the pricing is gouging absurd.
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>>50391218
>new addition
id like to see them ditch attributes entirely, and just "buy what you want".

>>50392214
i once saw (at a table) a character whos shtick was the muscle memory thing combined with eidetic memory.

loaded various combat styles into an array such that he switched between them, and also loaded most of his noncombat skills into a similar array, so when he was fighting he was incapable of answering questions about history and such unless he stopped concentrating om the fight.

it was weird, but it made sense, and was certainly an efficient use of points.
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>>50393860
Alright, I forgot what exactly I tried to create when trying out the system, but let's go with a Nanoha knock-off.

Concept is pretty simple: she has a magitech staff that shoots essentially long-range magical laser. It can be your regular laser or she can charge it up to make it a fuckhuge beam. She can also shoot barrages of smaller shots that track her opponent. Also putting up barriers, flying and some binds to make sure people actually get hit.

I assume shooting in general would be Blast, right? And then the other things like the charged attack would be part of an array through the Alternate Effect extra, I believe. She'd have an, I guess, Increased or Extended Range or Area plus some way to also increase the damage of the attack with a "needs charging" flaw and then the Homing plus Multiattack variant, right? Is it even possible to combine extras for a single (alternate) power? How the fuck do I actually increase damage? Counting it as putting more ranks into the Blast power?

Then there's the question of ranks. What does rank actually represent? What is the difference in rank between "can hurt people" and "can destroy buildings"? How many points should I put into the stats and how many should I distribute to the different powers to match my concept, and not making it too weak or too unnecessarily strong?

I'm not sure if I'm explaining myself properly in like half the post, but oh well, I'm trying.
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>>50377883
Hey anon, NPC's don't need to follow power level guidelines. Instead, you stat them however you want and give them a power level based on whatever you end up with.

Also, two characters of power level X are roughly equal to one character of power level X+2. Villains generally need to be well above the heroes power level or fight with a gaggle of minions.
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>>50394262
Sounds like you want a number of Blasts with some various modifiers, mixed up with some AoE effects, in an array slapped into a Device.

Also, there is no rank difference between "Can hurt" and "Can Ice a building". ALL damage is non-lethal unless you declare killing intent.


But let me go point by point and pull your shit apart and try to help better:

>I assume shooting in general would be Blast, right?
Yes.

>And then the other things like the charged attack would be part of an array through the Alternate Effect extra, I believe.
Also yes.

>She'd have an, I guess, Increased or Extended Range or Area plus some way to also increase the damage of the attack with a "needs charging" flaw and then the Homing plus Multiattack variant, right?
Here's where shit gets confusing, so let me try to break it into parts. This part IS tricky, so its no knock against you for not grasping it right away. M&M is a beast to learn, but once you do, it becomes a lot more easy.

So, Charges can be done a few ways. Upped damage is one, changing it out to an AoE is another. You'd probably want to apply a Limited: Needs a round to build or something. A Limited should apply around roughly half the time, and having to drop a whole turn to charge it up sounds about right. That gives you a -1 PP per Rank pointbreak, which can help.

Homing...you could give or take, depends on just what you're trying to do. And Multi-attack could work, depending again on just what you're trying to do. For "Seeker/many targets"? Yeah.

>Is it even possible to combine extras for a single (alternate) power?
Your array's cost is the most expensive part of it as your base. So if you have 3 powers that have 10 point costs, but one that has a 15 point cost? That 15 point is your base.

>Cont
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>>50394512
>How the fuck do I actually increase damage? Counting it as putting more ranks into the Blast power?
Two ways. Just putting more shit into Blast is one(An important thing to note. The scaling for the system is rather intresting. A raise in rank is roughly DOUBLED per rank. So while D2 is D1x2, D3 is NOT 3 time stronger then D1.

It can help give a grasp, without having to just jack numbers to infinity, its a little quirk of the system I'm found of.

Way 2 to boost damage is Power Attack. You drop ranks of Attack to Hit, to gain damage on a 1 for 1 basis.

>How many points should I put into the stats and how many should I distribute to the different powers to match my concept, and not making it too weak or too unnecessarily strong?
This is purely a personal thing. I tend to put a lot more into raw attrabutes then other people I play with, for example. I suggest looking at pages like http://www.atomicthinktank.com/viewtopic.php?f=14&t=37545 to get a feel for it. Using iconic characters can help you feel for just where things should go.

Also, look at the skill benchmarks in the book itself, its important to keep in mind shit like that. Most people are at 0. +5? You're a solid pro. +10 in a skill? Fucking world class.

One of the biggest rules of thumb I work by with the system is really simple, though. Just because you CAN, doesn't mean you SHOULD. Create the idea you want, and then build to it. I mean, sure, you could add regen, or immunity(critical hits). But does it fit the concept?
If you have more questions, I'm more then happy to try and help. This is flat out one of my favorite systems, and I'm glad to try and help other people enjoy something that's brought me and my friends so much fun.
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>>50394395
Actually, looks like you've already considered all this. My bad.

One subtle way the system is broken that might be causing some the problem is that Damage is way stronger than accuracy. People have run the numbers and found that Damage is roughly twice as influential on whether you win a fight than accuracy, so Damage shifted character actually hit well above their powerlevel.
>>
How would you stat a power that basically stores energy or absorbes attacks and releases them at will?
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>>50394558
Got a source for that theorycrafting?
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>>50394811
At will is hard. You might need a custom Limited or something, perhaps mixed with Unreliable/Stocked type.

But for absorbing?

Check it.
>http://www.d20herosrd.com/6-powers/sample-powers/energy-absorption/
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>>50394828
He probably means this.
>http://rpg.stackexchange.com/questions/34003/how-to-address-damage-toughness-bias-in-mm-tradeoffs

As the answer notes, it only seems to be a problem with extreme shifts.
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>>50394828
It's buried somewhere in the atomic think tank. I'd go trawling through my internet history but >>50394884 seems to cover it reasonably well.
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>>50394512
>>50394537
Thanks anon, that helps a lot. I'll try actually building the character now and see if I get stuck somewhere.
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>>50395125
No problem. As I said, I love the system, and I'm more then happy to share that love.

I'll refresh the thread every so often, so if you need help, don't hesitate to ask.
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>>50394255
Putting skills in an array is so insanely efficient that it makes people buying skills the normal way looks like absolute mugs. You're never going to use Drive and Medicine and Expertise: Whale Fisher at the same time, so why are you investing points in them all at the same time?
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>>50395261
So 5 skills and the most expensive one is 15 points would only cost 19points?
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>>50369726
The problem I have with it is that the damage is very swingy, you either basically do nothing or K.O the enemy except that you don't because the GM gives you a hero point to keep their villain in the battle. And then you spend the next twenty turns effectively doing effectively nothing because the one good roll you're going to get all combat happened early in the piece. It also kind of lacks tactical depth compared to Heroes which is perhaps what's leading to that sameyness you're experiencing, though I'm sure a lot of /tg would find it a worthwhile trade off against the sheer level of prep work needed for the Hero system.
If you're looking for a more streamlined supers system Icons might be a better choice.
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>>50395298
If your GM let you put the skills in an array, sure.

You get two skill points per pp you spend on skills, so you could have five skills at 15 for 12 points.
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>>50395261
>Not driving an ambulance, struggling to keep an innocent life going while you fight off Mobious Dick, the Beast of the Deep
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>>50395335
i think thats an accurate assessment, yeah. more tactical depth would definitely make it more interesring, and damage has a heavy "all or nothing" feel to it with how it plays out.

what makes icons better?
>>
To help keep this thread alive, since it's one of, if not my absolute, favorite systems ever made, I want to take requests for builds to do in M&M since I find it helps me, and can help show any new people or the unfamiliar to the system the ropes of taking a concept and turning it to numbers. Try to keep stuff around PL10 if possible.

Anything anyone wants to see built?
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>>50396992
personally im a fan of d&d>m&m conversions. i really like the one on gitp, but its limited in what it covers.

>how would you handle limiting an array via an mp pool?
>how would you build spell-resistance as a power (an extra layer of resistance against a certain category of powers/effects)
>what about a d&d synthesist summoner? how would you convert that?

if you dont like the idea of converting abilities and want to stick to just building characters, i could go for soem convincing avatar the last Airbender/legend of korra characters.
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>>50392885
>>50392933

Oh, OK, cool, so the implied social contract is that the GM won't target your CHOSEN weaknesses, which you used to buy more points?

THEN WHY HAVE THE FUCKING WEAKNESS?

And as I've said ITT already, actual superhero fights come in two varieties: (A) superheroes mow through minions without a second thought because fuck you, we're heroes and (B) game of rock-paper-scissors, generally where the hero's rock always overcomes the villain's paper due to some last-minute deus ex bullshit.

(A) is fucking dumb in RPGs. No d20 game is gonna model "mow through a hundred mooks" in a satisfying way, but sure, spend 4 hours rolling dice so you can use your imaginary powers without any question of the final outcome.

(B) is the actual compelling part of superhero storytelling, but you have to specifically target weaknesses to do it and apparently that's unsporting, probably because this system is fucking awful for specialists and you all know it and won't just admit it.
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>>50396992

Build a teenage girl EDM DJ who uses supernatural insight to size up her opponents and bitter sarcasm to cut them to the core of their being, demoralizing and defeating them.
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>>50397160
wew. you just. took my point and ran with it until you got real real mad, huh.

i concur though. its not satisfying to build specialists in m&m. i think part of that is that for it to be satisfying to build a specialist, he NEEDS to be trading versatility for power. not taking on a weakness for more versatility. the whole point of a specialist is they are more focused.
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>>50397160
Hey, fuckface, how about you read what is actually said, instead of pulling that fucking strawman out of your ass?

You don't target the weakness EVERY FUCKING TIME.
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>>50397055
I'll gladly do both.

1) Attaching the Fades Flaw to the array would cover it interestingly if you make the ruling that a reduction to the totality of the array lowers the maximum PP allowance of the AE's attached to it. You could make your more powerful options have additional instances of Fades to further symbolize a heavier draw from the pool. That would be my first instinct.

2) Two options here, make it a bonus to saves and have it be removed as a Power Loss (Only can Resist Spells) or have it be a group of bonuses that are Limited (Magic).

3) A synthesist summoner is basically a tokusatsu character or the Hulk (you have a non-powered state and a powered state). So you could have the character statted as his synthesized self and his complication is Power Loss whenever he doesn't have the eidolon attached to him. Or, as I saw in a Joker build a few years back, you can have different Arrays to represent your fusion with different creatures that you frequently used (a concept I pulled from heavily to make a Witch Docotor hero who used masks that gave him powers).

>>50397198
Coming up right after I do a LoK character.
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>>50397281
>sr as a bonus
sorry, i thought i was clear, but apparently not.
>how do you build a whole second layer of defenses that need to be got through.

>synthesist as a series of tradeable arrays
oh thats kindof cool.
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>>50397401
As a bonus?

Not that guy, but I'd do it as

Immunity: Magic
Change from Perma to Sustained.
And slap Unreliable: 5 uses on it. There. You gotta burn through their five uses before you can bitchslap, and they can select when/if it'll be on for attacks, and one use is good for a full round.
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>>50397456
>limited use immunity.
thats both more powerful and more limited though.

im thinking of like: against powers of type X you need to fail two saves rather than one, with that second save potentially having different numbers.

Significantly weaker than full immunity, but also not limited use.
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>>50397514
Not in the system without inventing something wholecloth, sorry.

..well, wait, no, I'm an idiot. You want Second Chance, an Advantage.

SECOND CHANCE GENERAL, RANKED
Choose a particular hazard, such as falling, being tripped,
triggering traps, mind control (or another fairly specific
power effect, such as Damage with the fire descriptor) or
a particular skill with consequences for failure. If you fail a
check against that hazard, you can make another immediately
and use the better of the two results. You only get
one second chance for any given check, and the GM decides
if a particular hazard or skill is an appropriate focus
for this advantage. You can take this advantage multiple
times, each for a different hazard.
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>>50397401
Oh, well that would be something like a defense that requires a check to beat. In that case I would give the character who has the SR as a Simultaneous Nullify with a bunch of extras, specifically Triggered (magic effects targeting me), Innate, Effortless, and Alternate Resistance (targeting the attacker's Ranks in Knowledge Magic, or their Attack Bonus).

That way when someone tosses a spell at you, they have to pass a check of your determination (if you have a Magic Skill, or the strength of their magic attack) or they lose the ability. It would cost an arm and a leg, but that would be how I go about representing it most closely.

Or just do what >>50397569 said.
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>>50397589
>>50397569
thanks!
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>>50397605
You'd probably want a couple Second Chances because each one has to be somewhat spassific, but I'd say probably around 5 would cover most of what you'd want via magic, so relatively low-cost in all.
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>>50369641
It's got it's good points and it's bad points.
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>>50397605
As for your LoK request, there are people who have done it super well in the past, specifically Jabroniville who is among my favorites, but a quick run down.

You want an Array with Blast as the core and just staple various feats onto it. Since we've only really seen benders do particular "moves", as it were, the system handles it very well. Normal bending is just a blast. Then the fire breath is an Area Blast (cone) with a lower blast strength. A fire beam becomes a line, etc etc. Benders, Cyclops from the X-Men, and a lot of those elemental types run into the same sort of overall Arrays until you start attaching interesting stuff like secondary effects on them.

>>50397198
As for you, I'd have a character based on Intimidate and have all of her powers key on the Check Required Flaw to have them affect a target. As far as her EDM DJ stuff just call it her Profession and you've got a good framework. Give her lower stats than an adult to represent her youth, some connections to people in her scene, and you're off to the races.

>>50397623
Your option is much much cheaper than mine, and thus probably more elegant. Creating a new Defense is very expensive, as it turns out. Can you think of any way to make my suggestion cheaper?
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>>50389262
I have read Icons and I do like it. I'm a fan of FAE which is similar and if I were to ever convince people to play a Super game it would probably be one of those two. Unless I get sold on M&M or something else, of course.

>>50384471
If that's true is it good for other settings? Or does it rely on being a super game?
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>>50397703
that works fine for firebending which is more or less just energy manipulation, but how do you handle earthbending?
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>>50397703
nullify takes away their power does it not? is there a way to take the immunity portion of nullify (attached to the check) and not include the portion where they lose their power?
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>>50397767
i wouldnt choose it for something of typical WoD power level or lower, for sure. but i can see it working as a d&d 3.x replacement if you rounded up the various conversions that have been done and werent afraid to convert new things as needed.
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>>50397703
I've been racking my brain, and can't really come up with anything. You'd pretty much need to make a whole unique power, I'm afraid.

>>50397768
Check out Power Profiles: Earth, homie. That should do you solid.
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>>50397768
For that I would base it off the Create power. So your base ability is to create a wall of rock and have the AE's built off of that. Throwing rocks are just blasts. Armor of stone would be a Protection with either Fades (to represent it breaking) and Linked with a slow to represent it being heavy and big. As well as other such things, but it's initial form would be Create, in my eyes.

>>50397800
Nullify, I believe, allows you to negate a specific effect. To remove someone's power would be a Concentration Sustained Nullify, as per the power's Extras. So, in its raw form Nullify is a dispel, but by using it as a Reactive, I was having it work off of the "Countering Powers" rules, where you can defeat incoming powers with a prepared action to counter their attack with an appropriate counter (such as prepping a water attack to counter a fire attack). I'm going off memory and the SRD, so if I'm wrong, do let me know.
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>>50397878
>power profiles
thanks!
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>>50397900
Its good shit. I'm good with the system, I enjoy it a lot, but that book has solid ideas for beginners and vets alike.

And sometimes it helps when you're brainstorming to see stuff in a theme all together. I built a PL12 Misaka and the Electricity and Magnetic PPs were a godsend.
>>
what changes would you need to make if ypu wanted m&m to give a sort of 4e esque tactical combat feel?
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>>50398339
First thing I'd take the bat to would be movement. Tactical combat is immediately rendered next to impossible when you have elements that can move 600 squares in a single move action.

I was actually looking at finishing a system I have designed purely around being a tactical combat fantasy game that could escape the d20 pitfalls that 4e had with it. But then I ran into the issue I always do with homebrews; no one to play it with.
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>>50398451
your group wouldnt play a homebrew if it was well thoight through?
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>>50398482
>Group

Pretty much just me.
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>>50398499
oh. thats rough.

my group is currently on the other side of the continent. wont have a proper game for the next year or so.
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(posting this again because last thread disappeared with barely any responses)

Going to be running a Mutants and Masterminds 3e session in a junkyard with super strong, poisonous giant frogres. So far I've utilized ambushes via Burrowing and projectile acid.

Players consist of:
Nuclear Dragon
Psionic with move object damage and mindsear will perception damage
Steampunk Squire with a magical but unpredictable elemental sword, bubble barrier shield and move object
Knight with a gun
Raccoon with gadgets

Here's what I got so far:
1.The gadgeteers, have been getting a bit too close with the junk, was thinking of some Insidious effects involving disease or worse.
2. Since the nuclear dragon and couple others have flight, I was thinking of the Frog monsters throwing chunks of junk at them (although if they fly at 1800 feet a round that might be tricky to get in range).
3. The main reason why they're here is that a troublesome construct has gotten in by the frogs burning holes into the city's underground and all originating from an abandoned factory. What kind of crazy, creepy androids could I make? What kind of powers should I give them?
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>>50398528
Yeah, I always consider starting a thread about it, or posting in those homebrew generals, but seems like a lot of hubub over a personal pet project.

>>50398557
You could have the frogs spit something at them that would cut their flying if it's an issue for you. Have them hold it as a reaction to a flier getting close and gunk 'em.

As far as creepy androids maybe something that can control bodies with a blood sample or something. Body horror is a classic, but I'm pretty shit at horror so that's about the best I can give you. Body control resisted by Fort or Strength, maybe the androids are some sort of Mengele-lite human experimenters?
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>>50369665
>liking class-based systems instead of games where everyone is equal asides from the places they have invested according to their own ability and their own need.
>>
>>50398627
i cant help but think a collection of m&m prebuilt powers, optional rules, and additional restrictions, would make a good d&d replacement.
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>>50396582
I haven't playedit a lot, at most like 1-2 sessions, but from what I remember it's very similar to M&M just the resolution feels a bit better, possibly due to being built around 2d6 rather than a d20. It's still possible to set yourself up to be basically immune to damage, but that's deliberate an if an enemy is notthey will take damage. Be warned though by default it has a random character creation system that is very prone to spewing out useless characters.
>>
What would be a good set of powers for someone who can turn into a motorcycle?

So far (aside from "transform into a motorcycle" I have

-convert an arm into a bunch of metal parts to act as a small shield
- enhanced speed by turning feet into wheels
-illuminate the dark by manifesting the headlight on his forehead
-make the ground slippery by making the fuel cap appear on the palm of his hand, opening it and letting petrol pour out
-burning someone via a petrol/spark-plug combo (turning a finger into the spark-plug
-can be healed by turning into a motorcycle and having someone repair it

Any other ideas?
>>
ive been looking into this m&m for d&& concept, and some people seem to be talking about mixing and matching m&m and t20. how well do they play together?
>>
>>50399773
is there a way to incorporate magic loot and wealth into m&m, d&d style? perhaps some sort of mandatory wbl point dedication which increases with PL, and then use those points for magic items and the like that they find strewn about, or that they receive coinage which they can use to buy magic items or what have you?

just a thought
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>>50398627
Would it be a bad idea to use inspiration from FNAF?
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>>50399454
Make it a suit and you have a MOSPEADA.
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>>50400165
Or you could be RADICAL GOOD SPEED.
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>>50400239
I mean, if you WANTED to be X-Men mixed with JoJo Lite, sure.

Ah who am I kidding, I love s-CRY-ed just for it's amazing opening theme at that eyecatch they played during commercials.
https://youtu.be/OEsT9pF-S3w RECKLESS FIYA!
>>
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>>50400274
A gentleman of excellent taste.
うばえ! すべて! この て で!
>>
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>>50399773
Generally they play fairly well. Someone has actually made something for that in the past--boiled down M&M, True20, and the d20 System OGL into a slurry of a universal system. See attached.
It's a little weird and needs to be refined a little, but it's functional and at least looks like a fun way to marry the Power Effect system to other D&D mechanics and design conceits.

>>50399826
>is there a way to incorporate magic loot and wealth into m&m, d&d style?
I'd try to find a way to rip out Fantasy Craft's Reputation/Renown system and graft it into my campaign.
Basically: You earn Reputation by adventuring and accomplishing things. You can use it as a currency to buy favors/services, or to level up your Renown with a type of people.
Things like magic items, land holdings/castles, or even airships, are "prizes", and if you are given or find (or take) a prize during an adventure you can use it normally--but you can only permanently hold on to so many prizes equal to your levels of Renown+1.
>>
>>50400341
I dunno what it was, but that eyecatch was awesome despite it's simplicity.
>SCURAIDO!
>>
>>50400352
So basically a sort of secondary PP pool that can only be spent on contacts, EP for bases, and devices?
>>
So. A guy with a Strength rank of 15 delivers a haymaker to the side of a loaded ₩Pepsi₩ 18-wheeler. In visceral, in-depth details describe what happens.
>>
>>50400724
Just from game-rules that truck is flung at least (15 - 11 (loaded trucks weigh around 50,000-80,000 lbs) = 4 distance rank) 500 ft in the opposite direction. The shrapnel and flying truck could count as LoE attacks all on their own. If the punch was angled upwards then the truck would likely travel farther than 500ft before smashing into a building and likely killing over a dozen civilians before the truck inevitably explodes, collapsing whatever building it landed on/in. This is all assuming the truck does not just crumple around the fist and its some sort of touch-range telekinesis.
>>
>>50400627
More or less, yeah.
If you were running it in straight M&M I suppose you could cut to the chase and have a mandatory "Spoils of Adventure" effect with flavorful modifiers as a form of advancing it while keying it more to the campaign, to specific characters, and their personal arcs.
For instance, a player's fighter type might be a member of the imperial guard. He decides he wants to advance his character's military career, so he saves up five reputation points to get "Royal Commission" added to his power, which gets him some possible contacts and a little more clout in some circles, but also raises the total cost of the effect to hit the next threshold, allowing him more permanent rewards as the campaign goes along.
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>>50400724
The guy swings his fist with a force to rival the gods, and his fist passes through the cheap aluminum siding of the truck. His fist comes into contact with a case of Soda. The force his fist pushes on the soda is entirely physically impossible, so hydraulics goes to cry in a corner as droplets of caffeinated beverage break Mach 4 and create a daisy chain effect, exploding every single can in the entire truck with enough force to blast through cast iron. Zooming out you can see in slow motion as the force of the blow creates a metaphorical exit wound in the opposite side of the truck. The exit hole is as large as it can be and still be attached to the rest of the hunk of metal formerly known as an 18-wheeler trailer. Pepsi is sprayed out of this massive hole at speeds that cause serious injury to any nearby bystandards and property damage to anything under the strength of a brick. After a hundred feet or so the energy drains out of the liquid and hydraulics recovers from its momentary seizure, slowing down the liquid so it is entirely harmless to bystandards, if a bit sticky.
>>
>>50400804
Mh, speaking of.

My repuslor design is one of my favorite things I've done. Its a Move Object 2 with Damaging extra, linked with Blast 8. Damage total 10, with a knockback of 200lb force.

You're not meant to link two things that target the same save, but the way we've ruled it is it just stacks, rather then getting in two strikes against toughness.

Thrown in a One Way limited mod, and link it to the flight systems, and you have to balance flight power/speed verses offensive might.
>>
How would you stat the following power;
>Can create "links" to multiple objects and people all connecting to one object.
>When you move the object each "linked" object will move as if they're connected by a unbreakable rod.
>For example: You link two people to a rock in your hand. If you rotate the rock the people will follow and if you thro the rock the people will be flung following the rock until you release the power
>Link a bunch of people to a teleported and everyone goes along for the ride
>Link everyone to a speedster and everyone is going to lose their lunch.
>Link everyone to a flier and everyone else is flying.
>Focus Object is destroyed? Power dissipates.
Anything even REMOTELY possible for that in M&M?
>>
>>50401338
Sounds like a power that's a Shapeable Variable (granting others powers) with the Attack modifier Linked with a Compelled/Controlled Affliction.

Either that, or a Move Object Effect that grants the target you're linking everyone to the power?

Not impossible, but very tricky.
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>>50397160
>No d20 game is gonna model "mow through a hundred mooks"
There is rules for mowing down hundreds of mooks. And they actually work okay. You can even make mass battles with thousands of soldiers on each side. Greek heroes ploughing through phalanx and killing everyone in sight and fighting villains/heroes on the other side in a duel.

> is the actual compelling part of superhero storytelling, but you have to specifically target weaknesses to do it and apparently that's unsporting
Problem with it is that your character must have some form of cushion. You can't like in comics rely on plot armor. You get Hero Point for enemy exploiting your weakness but if you can't do anything at all without your main power - yeah, you are screwed.

https://www.youtube.com/watch?v=yE8C1WWixgc
>>
>>50399056
Going to try that probably in the next month or two. Want to try running Wrath of Righteous from PF. M&M should handle insane power levels and demon horde fighting better than PF.
>>
>>50401799
what changes are you going to make for loot & combat & such?
>>
>>50401895
I'm going to mostly cut down loot and all bullshit about traders still trading. It's a fucking WAR! With demons! So it will be relevant only for some magical equipment that players will buy with points or get as a sign of progress through the story.

I'm also going to shift focus from normal adventures to mass combat almost from the start. The moment characters come into contact with survivors and get information about current state of affairs they'll need to organise an assault against demonic troops that are left in the city. So it will progress from fighting squads of 10 mooks plus some demon to pitting what is left of human soldiers vs around a thousand+ demons and tieflings.

That's for the first module.
>>
>>50401984
thats a significant style change, for sure.

i can't help but feel magic items found throughout the campaign are intrinsic to the experience though.

and if youre going to introduce a proper organized war, would you not be able to requisition magic gear as well?
>>
>>50402020
Well large scale war is a part of adventure path. So I'm just going to remove the jump in scale that exists between modules.

Instead of doing adventury things and after that getting command over all the troops players will get to first fight some small squad combat and build up from there.

Magic Items can be made as an array. So they actually won't cost that much. And requisition part is a little hindered by the fact that armies will march into Worldwound so it will take some time before ordered items arrive.
>>
>>50397800
In 2nd edition there something like that, but its fucking retarded And don't worked at all.
>>
>>50401042
Move Object, Damaging, Limited tô Pushing Away.

More clear, And cost less points.
>>
>>50402168
Then it has a lot more weight it can move, and I don't want it able to toss around that much weight.

And it has the same exact cost either way.

Blast is 2 PP per.

MO with Damaging and Limited is 2 PP per.

Blast 8/MO 2 is 20 PP, same as MO 10 under that.
>>
>>50369641
Worse than colon cancer.
>>
If you want a less swingy M&M then make defenses static by adding 10 and then roll 3d6 instead of 1d20. Your M&M games will dramatically stabilize.
>>
>>50398339
Right off the bat:

> No buying Attack bonuses. Add half PL to Attack.

> Add 10 to Saves. Roll versus Saves.

> When buying an Attack, designate the Ability versus Save.

> Skills are not bought rank by rank. You buy specialization in them and then add half your PL when you use the Skill.
>>
>>50398451
I think that would be the toughest nut to crack because 4e goes for the map while M&M goes theater of the mind.

Mind sharing your handiwork as it currently stands?
>>
>>50404961
In such a case you need to also limit all precision/power balance to be within around 5 points maximum. Or else you may as well not roll.

GURPS doesn't have an optional "rule of 16" for nothing.
>>
>>50405578
Ah yes, right you are. While we're at it:

> Basically cut PLs in half

> Crit Success on 17 or 18, Crit Fail on 3 or 4
>>
>>50398339
A hurdle I'd like to figure out is incorporating Leader, Defender, Controller, and Striker roles. Same goes for Monster roles. M&M also has its superhero archetypes but they ultimately are builds rather than hardcoded. If the 4e roles could be disassembled and made to work together with M&M we'd be in business.
>>
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How do you handle leveling up if you have players level up at all?

I was thinking of having my players earn power points little by little, about 2-3 points just as the book suggests. Of course, I also plan on giving them the option of redistribution with the 15 points on a level up.
>>
>>50409786
Also, how well would a solo player that can't align their schedule to the group's work as a helping outside force kind of character that gives them gadgets or info to use?
>>
>>50400274
KAAA ZUUU MAAAAHHH!!
>>
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Would giving a PC who took the Takedown advantage an effective multiattack burst mode against a Force (Mass Combat counts a group of enemies as a Force which counts as a singular unit) be fair?

Alternatively, I was also thinking that Multiattack could do the multiple targets mode as well against the Force, going past -5 +5 tradeoff up to the Force's Rank.
>>
>>50402242
Use Knockdown rules instead, if you only want a "hard push", instead of Throw points in the trash for pointless Effect.
>>
>>50413285
The Kerberos saga needs more love
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