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<blockquote data-quote="Beleriphon" data-source="post: 7887170" data-attributes="member: 27847"><p>I'd go with the default assumption that 1) all damage to anything not defined as a mook is non-lethal, at least the final blow, and 2) its only lethal is both player and DM agree that this is The Final Showdown.</p><p></p><p></p><p></p><p>Mutants and Masterminds defaults to non-lethal damage as the default assumption. Sure the Hulk literally punched Magneto six blocks through four buildings, but Magneto only "knocked out" rather than dead. It also assume most mooks go down in one hit, assuming they get hit. This help to speed along combat and make it feel much more dynamic and comicbookish.</p><p></p><p>M&M has a save system rather than HP so you might want to use an ability check based on maybe their Con score to determine if they go down or not. I'd use maybe any damage roll that is higher than the Con score rolls a save at whatever you think is fair and if it fails the mook is out. This helps keep most creatures be a threat for a least a round or two, and particularly large beasties with high Cons be a threat longer.</p><p></p><p>I'd only do this for opponents you want to define as easy to defeat, so you can have lots of opponents supporting a boss.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 7887170, member: 27847"] I'd go with the default assumption that 1) all damage to anything not defined as a mook is non-lethal, at least the final blow, and 2) its only lethal is both player and DM agree that this is The Final Showdown. Mutants and Masterminds defaults to non-lethal damage as the default assumption. Sure the Hulk literally punched Magneto six blocks through four buildings, but Magneto only "knocked out" rather than dead. It also assume most mooks go down in one hit, assuming they get hit. This help to speed along combat and make it feel much more dynamic and comicbookish. M&M has a save system rather than HP so you might want to use an ability check based on maybe their Con score to determine if they go down or not. I'd use maybe any damage roll that is higher than the Con score rolls a save at whatever you think is fair and if it fails the mook is out. This helps keep most creatures be a threat for a least a round or two, and particularly large beasties with high Cons be a threat longer. I'd only do this for opponents you want to define as easy to defeat, so you can have lots of opponents supporting a boss. [/QUOTE]
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