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Gaming Theory: M&M 2nd with Hit Points
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<blockquote data-quote="Walking Dad" data-source="post: 5437284" data-attributes="member: 59043"><p>I will cite the OGC material regarding Hit Points in this post. Terms that are product identity of Green Ronin will be replaced by open terms from other d20 products. (BTW, the open PRD from Paizo has a 'Hero Point' section that describes their Action Point Variant (under <a href="http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html" target="_blank">Advanced New Rules</a>).)</p><p></p><p>Masterminds Manual p. 3</p><p>BBM</p><p></p><p>[sblock=Hit Points]</p><p>HIT POINTS</p><p>The damage rules in M&M are intended to speed play and simulate</p><p>the kind of damage characters suffer in superhero comic books.</p><p>Some players may prefer a damage system more compatible with</p><p>other games, in which case the variant rules presented here may be</p><p>used. They require the use of additional dice used in other roleplaying</p><p>games, available at game and hobby stores.</p><p></p><p>HIT POINTS</p><p>Characters in this system have hit points, which are a measure of</p><p>the character’s capacity to take damage. <u>Characters have hit points</u></p><p><u>equal to their Constitution score plus their Constitution bonus multiplied</u></p><p><u>by 3. So a Con 10 character has 10 hit points and a Con 30</u></p><p><u>character has 60 hit points. Characters with no Con score have hit</u></p><p><u>points equal to five times their Toughness.</u> <span style="color: Yellow">This needs to be changed in </span></p><p><span style="color: Yellow">a class using variant.</span> Minions have half the</p><p>normal hit points of regular characters; determine the minion’s hit</p><p>point total normally, then divide it by two and round down.</p><p>When the character suffers lethal damage, hit points are marked off.</p><p>Characters are disabled at 0 hit points, dying at –1 or fewer hit points,</p><p>and dead at –10 hit points. If a single lethal attack does more damage</p><p>than the character’s Constitution score, he must make a Fortitude save</p><p>(DC 15) or immediately go to –1 hit points and dying.</p><p>Stun attacks do not inflict damage to hit points. Instead, they do</p><p>subdual damage. When the total subdual damage equals the character’s</p><p>hit points, he is staggered. When the total subdual damage</p><p>exceeds his current hit points, he is unconscious.<u> If a single attack</u></p><p><u>does more damage (subdual or hit points) than the character’s</u></p><p><u>Constitution score, he is stunned for one round. </u><span style="color: Yellow">Interesting the rules keep stunning. Other systems don't have a mechanic like this. But they have Massive Damage rules for single high damage attacks.</span></p><p><span style="color: Yellow"></span> </p><p>RECOVERY</p><p>Characters reduce their subdual damage by their Constitution bonus</p><p>for each minute of rest, with a minimum of 1 point per minute. They</p><p>recover their Constitution bonus in hit points for each day of rest with</p><p>a minimum of 1 point per day. Recovery speeds up these recovery rates</p><p>as usual, while a use of the Healing power allows the character to</p><p>recover <u>1d6 hit points</u> (or eliminate 1d6 subdual damage) per power</p><p>rank. Proper medical treatment doubles recovery rates, as usual.</p><p><span style="color: Yellow">1d6 seems to be the standard when converting ranks to dice.</span></p><p></p><p>DAMAGE DICE</p><p>Instead of having a damage bonus, attacks inflict a certain number</p><p>of dice of damage. An attack with a +1 damage bonus does 1d4 hit</p><p>points of damage, +2 = 1d6, +3 = 1d8, <u>and +4 or higher equals a</u></p><p><u>number of d6s equal to the attack’s bonus, minus 2</u>. <span style="color: Yellow">d6 for higher damage ranks.</span> So, an attack</p><p>with a damage bonus of +8 does 6d6 hit points of damage instead.</p><p>Stun and lethal damage remain the same. Attacks that do not inflict</p><p>damage, including Dazzle or Snare attacks, still require the normal</p><p>saving throw and have their normal effects.</p><p>A critical hit doubles the amount of damage an attack inflicts.</p><p>Roll the normal dice and multiply the total by two before applying</p><p>the damage to the target.</p><p></p><p>DAMAGE REDUCTION</p><p>Instead of adding to the character’s Toughness saving throws, powers</p><p>offering a Toughness save bonus provide damage reduction, reducing</p><p>the amount of damage inflicted. Multiply the power’s Toughness</p><p>bonus by 2 and reduce the damage inflicted by each attack on the</p><p>character by this amount. If the damage is reduced to 0 or less, it</p><p>has no effect on the character. For example, a hero with Protection</p><p>11 ignores the first 22 points of damage from each attack.</p><p>Impervious defenses multiply their Toughness bonus by 3 rather</p><p>than 2 to determine their Damage Reduction. So Impervious</p><p>Protection 11 provides damage reduction 33.</p><p>The Toughness save bonus from Defensive Roll also becomes</p><p>Damage Reduction, but with the same limitations as before.</p><p><span style="color: Yellow">Sounds like this DR is also Energy resistance of all types. Should maybe become a separate power.</span></p><p></p><p>DAMAGING OBJECTS</p><p>Objects have hit points equal to their Toughness x 5 and hardness</p><p>(damage reduction) equal to twice their Toughness. When an object</p><p>reaches 0 hit points, it is broken or destroyed.</p><p><span style="color: Yellow">Will use the d20 modern rule for these</span></p><p></p><p><em>ACTION</em> POINTS</p><p>Heroes can spend <em>action</em> points to recover from damage just as they</p><p>can in the regular M&M system. A<em>n action</em> point allows immediate</p><p>recovery of (Con bonus) hit points or subdual damage.</p><p><span style="color: Yellow">Note: The <em>Action</em> Points in M&M also have the feat emulation quality.</span></p><p></p><p>FIXED RESULTS</p><p>Rather than rolling for damage, the GM may choose to make it a</p><p>fixed result, such as 3 hit points of damage per point of damage</p><p>bonus (so +12 damage does 36 hit points of damage). You can even</p><p>combine fixed results with dice, such as having all but the last two</p><p>dice of an attack fixed (in which case +12 damage does 30 + 2d6</p><p>points of damage). Fixed results can speed things up, since players</p><p>won’t have to roll and add up as many dice.</p><p><span style="color: Yellow">This is a great idea! Should be applied to other damage rolls as well!</span></p><p></p><p></p><p>WOUND & VITALITY POINTS</p><p>Wound & Vitality (W&V) points are a variant of hit points. Instead of a</p><p>single pool of points to reflect damage, characters have two values.</p><p>Wound points represent the character’s ability to sustain injury.</p><p>Loss of wound points represents actual physical harm the character</p><p>suffers. Characters have wound points equal to their Constitution</p><p>score (or twice their Toughness for characters with no Con score).</p><p>Wound points operate like hit points in terms of the characters condition</p><p>(see the Hit Points section, previously).</p><p>Vitality points represent a character’s ability to avoid harm: ducking,</p><p>weaving, or otherwise escaping injury. As vitality points are lost</p><p>away, the character is being worn down to the point where a wrong</p><p>move will result in injury. <u>Characters have vitality points equal to</u></p><p><u>twice their Constitution score (four times their Toughness for characters</u></p><p><u>with no Con score). Characters with no vitality points remaining</u></p><p><u>suffer wound damage from attacks.</u> <span style="color: Yellow">We have to replace this with HD/level in a class based variant.</span></p><p>Minions in the W&V system have no vitality points; they have only</p><p>wound points, so all attacks injure them and they’re more likely to</p><p>be taken out by an attack.[/sblock]</p><p></p><p><span style="color: Cyan"><strong>DISCLAIMER: If their is any legal problem with posting the OGC information here to make a non-commercial fan variant that combines the CLASS and the HIT POINTS variant, please PM me.</strong></span></p><p><span style="color: Cyan"><strong>This also goes to the fine staff of Green Ronin. I only started this thread after a new edition of the rules came out. Please PM me directly if you want it deleted because it could diminish you sales. Thanks.</strong></span></p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5437284, member: 59043"] I will cite the OGC material regarding Hit Points in this post. Terms that are product identity of Green Ronin will be replaced by open terms from other d20 products. (BTW, the open PRD from Paizo has a 'Hero Point' section that describes their Action Point Variant (under [URL="http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html"]Advanced New Rules[/URL]).) Masterminds Manual p. 3 BBM [sblock=Hit Points] HIT POINTS The damage rules in M&M are intended to speed play and simulate the kind of damage characters suffer in superhero comic books. Some players may prefer a damage system more compatible with other games, in which case the variant rules presented here may be used. They require the use of additional dice used in other roleplaying games, available at game and hobby stores. HIT POINTS Characters in this system have hit points, which are a measure of the character’s capacity to take damage. [U]Characters have hit points equal to their Constitution score plus their Constitution bonus multiplied by 3. So a Con 10 character has 10 hit points and a Con 30 character has 60 hit points. Characters with no Con score have hit points equal to five times their Toughness.[/U] [COLOR=Yellow]This needs to be changed in a class using variant.[/COLOR] Minions have half the normal hit points of regular characters; determine the minion’s hit point total normally, then divide it by two and round down. When the character suffers lethal damage, hit points are marked off. Characters are disabled at 0 hit points, dying at –1 or fewer hit points, and dead at –10 hit points. If a single lethal attack does more damage than the character’s Constitution score, he must make a Fortitude save (DC 15) or immediately go to –1 hit points and dying. Stun attacks do not inflict damage to hit points. Instead, they do subdual damage. When the total subdual damage equals the character’s hit points, he is staggered. When the total subdual damage exceeds his current hit points, he is unconscious.[U] If a single attack does more damage (subdual or hit points) than the character’s Constitution score, he is stunned for one round. [/U][COLOR=Yellow]Interesting the rules keep stunning. Other systems don't have a mechanic like this. But they have Massive Damage rules for single high damage attacks. [/COLOR] RECOVERY Characters reduce their subdual damage by their Constitution bonus for each minute of rest, with a minimum of 1 point per minute. They recover their Constitution bonus in hit points for each day of rest with a minimum of 1 point per day. Recovery speeds up these recovery rates as usual, while a use of the Healing power allows the character to recover [U]1d6 hit points[/U] (or eliminate 1d6 subdual damage) per power rank. Proper medical treatment doubles recovery rates, as usual. [COLOR=Yellow]1d6 seems to be the standard when converting ranks to dice.[/COLOR] DAMAGE DICE Instead of having a damage bonus, attacks inflict a certain number of dice of damage. An attack with a +1 damage bonus does 1d4 hit points of damage, +2 = 1d6, +3 = 1d8, [U]and +4 or higher equals a number of d6s equal to the attack’s bonus, minus 2[/U]. [COLOR=Yellow]d6 for higher damage ranks.[/COLOR] So, an attack with a damage bonus of +8 does 6d6 hit points of damage instead. Stun and lethal damage remain the same. Attacks that do not inflict damage, including Dazzle or Snare attacks, still require the normal saving throw and have their normal effects. A critical hit doubles the amount of damage an attack inflicts. Roll the normal dice and multiply the total by two before applying the damage to the target. DAMAGE REDUCTION Instead of adding to the character’s Toughness saving throws, powers offering a Toughness save bonus provide damage reduction, reducing the amount of damage inflicted. Multiply the power’s Toughness bonus by 2 and reduce the damage inflicted by each attack on the character by this amount. If the damage is reduced to 0 or less, it has no effect on the character. For example, a hero with Protection 11 ignores the first 22 points of damage from each attack. Impervious defenses multiply their Toughness bonus by 3 rather than 2 to determine their Damage Reduction. So Impervious Protection 11 provides damage reduction 33. The Toughness save bonus from Defensive Roll also becomes Damage Reduction, but with the same limitations as before. [COLOR=Yellow]Sounds like this DR is also Energy resistance of all types. Should maybe become a separate power.[/COLOR] DAMAGING OBJECTS Objects have hit points equal to their Toughness x 5 and hardness (damage reduction) equal to twice their Toughness. When an object reaches 0 hit points, it is broken or destroyed. [COLOR=Yellow]Will use the d20 modern rule for these[/COLOR] [I]ACTION[/I] POINTS Heroes can spend [I]action[/I] points to recover from damage just as they can in the regular M&M system. A[I]n action[/I] point allows immediate recovery of (Con bonus) hit points or subdual damage. [COLOR=Yellow]Note: The [I]Action[/I] Points in M&M also have the feat emulation quality.[/COLOR] FIXED RESULTS Rather than rolling for damage, the GM may choose to make it a fixed result, such as 3 hit points of damage per point of damage bonus (so +12 damage does 36 hit points of damage). You can even combine fixed results with dice, such as having all but the last two dice of an attack fixed (in which case +12 damage does 30 + 2d6 points of damage). Fixed results can speed things up, since players won’t have to roll and add up as many dice. [COLOR=Yellow]This is a great idea! Should be applied to other damage rolls as well![/COLOR] WOUND & VITALITY POINTS Wound & Vitality (W&V) points are a variant of hit points. Instead of a single pool of points to reflect damage, characters have two values. Wound points represent the character’s ability to sustain injury. Loss of wound points represents actual physical harm the character suffers. Characters have wound points equal to their Constitution score (or twice their Toughness for characters with no Con score). Wound points operate like hit points in terms of the characters condition (see the Hit Points section, previously). Vitality points represent a character’s ability to avoid harm: ducking, weaving, or otherwise escaping injury. As vitality points are lost away, the character is being worn down to the point where a wrong move will result in injury. [U]Characters have vitality points equal to twice their Constitution score (four times their Toughness for characters with no Con score). Characters with no vitality points remaining suffer wound damage from attacks.[/U] [COLOR=Yellow]We have to replace this with HD/level in a class based variant.[/COLOR] Minions in the W&V system have no vitality points; they have only wound points, so all attacks injure them and they’re more likely to be taken out by an attack.[/sblock] [COLOR=Cyan][B]DISCLAIMER: If their is any legal problem with posting the OGC information here to make a non-commercial fan variant that combines the CLASS and the HIT POINTS variant, please PM me. This also goes to the fine staff of Green Ronin. I only started this thread after a new edition of the rules came out. Please PM me directly if you want it deleted because it could diminish you sales. Thanks.[/B][/COLOR] [/QUOTE]
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