toughness save from M&M for D&D 4.0

charonsg

First Post
just curious
has anyone ever try adapting the toughness save from mutants n mastermind into d&d 4.0
can it work, anyone has any houserules on it they can share?
thanks.
 

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My zombie minions don't die in one hit, they are just knocked down. On their turn, they make an immediate save at the beginning of their turn. If they fail they make one final attack from prone position, and are destroyed. If they make their save they can take their normal turn. A knocked down zombie minion dies when it is hit. Also any zombie minion is destroyed if they are hit by a radiant power, and don't get a save.

I have made some other similar toughness rules for minions.
 

just curious
has anyone ever try adapting the toughness save from mutants n mastermind into d&d 4.0
can it work, anyone has any houserules on it they can share?
thanks.

I found this to be rather scary, I was using 3.x/True20 as the basis actually I didn't derive it from M&M but... I called it Warped, it had some fun features, but ended up feeling too gritty to me... M&M's is probably the other end of the scale (though I havent actually done more than skim it).

dont say I didnt warn you
Warped Hitpointless d20 Combat System

4E would be far less deadly ;-)
 

A better model might be the Savage Worlds damage threshold system (in M&M terms, it is a variant in the Mastermind's Manual called "Damage Roll" or something like that).

Basically, the attacker rolls damage normally. Instead of subtracting hit points, though, you compare the result to a threshold. If you're under the threshold, nothing happens (or, something very minor, like -1 to the threshold until the target can take a short rest). If you're over the threshold, something bad happens to the target, like they take a wound. For each X points over the threshold, they take an additional wound, and when they exceed Y wounds, they drop.

In Savage Worlds, X is 4 and Y is 3 (for important characters, and 0 for minions). There's also a level before wounded (basically you become dazed (save ends) unless you are already in that state, in which case you take a wound). But those are details of the Savage Worlds implementation. The core concept -- compare the damage to a threshold instead of subtracting it from HP -- is what's important.

I think the difficulty in such a rule is coming up with a reasonable number for the threshold. You want it low enough so that everyone has a decent shot at exceeding it with an at-will attack. But you want it high enough so that nobody can hit it automatically with an at-will attack. And the margin required for additional wounds should also be high enough to account for crits and daily powers and so forth.

-- 77IM
 

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