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    Official Rules Updates (March 02, 2010)

    You can use it any time, but: By the time a saving throw has already been rolled, it shouldn't be the "next saving throw." There would be no reason for the current wording if the intent was "impose the penalty to one saving throw, after it was rolled, as a free action."
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    Official Rules Updates (March 02, 2010)

    Here's an example: A player has 1 remaining encounter attack power, that takes a minor action. Divine Miracle is counterfactually worded as: "The first time you expend your last remaining encounter attack power each round, you regain the use of one encounter attack power of your choice.” He...
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    Official Rules Updates (March 02, 2010)

    Players shouldn't have to pay careful attention to exact timing of using encounter attack powers to avoid losing the benefit of their epic destiny capstone ability for the rest of the encounter.
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    Official Rules Updates (March 02, 2010)

    If you're playing from level 21-30 and don't spend any more time at 30 than any other level, level 30 features are pretty unimportant in the scheme of things. The 2 stat bonuses and great level 26 utility power still make Demigod plenty competitive. The reason why "The first time each round"...
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    Official Rules Updates (March 02, 2010)

    Hide Armor Expertise nerfed into near-oblivion. Orb of Imposition needed to be weakened, but this is too weak. It should have let you impose the penalty to one saving throw, after it was rolled, as a free action. Divine Miracle was heavily nerfed. I'm surprised they went this far, given...
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    Question about encounter design in Mutants & Masterminds.

    Yes, according to the Mastermind's Manual these are both reasonable and similar challenges for 4 PL 10 characters. However, I find this to be wrong; Encounter 3 is going to be much harder than Encounter 2.
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    Question about encounter design in Mutants & Masterminds.

    You're remembering the rule fine. ATT thread's baseline is +2 PLs= doubling of combat power. The Mastermind's Manual's rule is less transitive. However, when comparing characters one PL apart, +1 PL = doubling of combat power, since 1 PL 10 should be able to take on two PL 9s.
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    Question about encounter design in Mutants & Masterminds.

    Besides the attempt to provide different "challenge ratings", the math behind "how many PLs gained= what increase in power" is completely different. In your above example, one PL 10 character can face off against 3 PL 8 opponents, but in the Atomic Think Tank thread, one PL 10 character is the...
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    PL 6-ish Agent type?

    I essentially used this rule to create "tough minions" (though I had other minions that went by the normal minion rules) at one point. One negative feature is that since you can still take 10 on attack rolls against "tough minions", this can give Powerhouses (low attack, high damage) a greater...
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    Question about encounter design in Mutants & Masterminds.

    I find this second guideline much better than the one in the Mastermind's Manual, but then again, I contributed to it :) There's a summary of that thread, and a discussion of other issues that can arise, here
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    PL 6-ish Agent type?

    I'm assuming you mean for PL 10 PCs. That's a pretty accurate view. I'd say you can go down to PC PL-5 and still have NPCs be somewhat effective. For example, in my combat simulation/calculations basic case, a PL 5 attacker takes four times as long to KO a PL 10 defender as a PL 10 attacker...
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    PH3 Feats Excerpt: Superior Implements, Versatile Expertise, and Unarmored Agility

    I'm waiting for: "Everything Expertise" Benefit: Your character gets +1 to hit with all attacks. At level 15, this increases to +2. At level 25, this increases to +3. This bonus doesn't stack with any other "Expertise" feats you have. If you are level 5 or higher, gain an additional feat...
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    Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?

    Allowing PCs to have +1 offensive/defensive PL and -1 in the other would help differentiate characters a little more. All-Out Attack and Defensive Attack do this to an extent, but a character like Cyclops isn't purposefully leaving himself open all the time; he just has stronger offense than...
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    Which book next?

    Freedom's Most Wanted could be nice- it has villains, capers for the villains, and what information characters can learn about them with various DC checks (should make running them easy). Unfortunately, the PDF for Freedom's Most Wanted has a ton of errors in the stat-blocks. I don't think...
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    Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?

    You're quite underpowered here, but you still should be able to contribute. Against a +8 defense/+8 toughness defender, you take 13.87 average attacks to KO them, compared to 9.35 if you had +8 attack/+8 damage. By comparison, it takes a +8 attack/8 damage attacker 6.24 attacks to KO you...
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    D&D 4E Is 22 points the best point buy for 4e?

    Like this. I'll confess to not remembering 3e chances to hit well enough (my final 3e character was a spellcaster who didn't need to roll to hit, and even that was years ago) to have a well-informed take here. Plus, it's hard to have a good sense for expected bonuses for player to-hit and...
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    D&D 4E Is 22 points the best point buy for 4e?

    Many characters should simply be putting more into their primary scores in the first place, so additional points look better than they should because people are not optimizing particularly well in the first place. Eamon makes this point often; e.g...
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    Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?

    Right! If you purchase the book but don't like M&M's Toughness save mechanic, for example, you don't have to use that either!
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    Hero System Vs. Mutants & Masterminds. Which is the better super-hero game?

    Actually, it corresponds to a suggested number of initial power points, as that quote demonstrates.
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