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Gaming Theory: M&M 2nd with Hit Points
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<blockquote data-quote="ValhallaGH" data-source="post: 5452396" data-attributes="member: 41187"><p>Interesting stuff. </p><p>A few more pieces of input.</p><p></p><p></p><p>That's probably the way to go. Lower Damage Resistance by 2 / rank, then deal 1d6 per rank. Nice and simple.</p><p></p><p>Regeneration: </p><p>It doesn't do much in-combat healing (in 2e, which is what you're using) until you get to ridiculous ranks (~30 to heal damage each round). 1 hp per round maintains this, and makes it easy to scale the effect to whatever degree you want. And the guy with Regeneration 30 is just as freaking hard to put down as he was before.</p><p></p><p></p><p>The trick is balance when you stop having static damage for everything. Blast does (rank -2)d6, or 3.5 per rank after the first 2 (and rank 1 or 2 blasts should just do 1 and 1d4 damage, respectively; subsumed by the higher damage of higher rank blasts). </p><p>How should strike work? Flat damage, just like strength? That's going to be pretty lame. Rank -2 d6, just like blast? But most weapons (and weapon-like powers) are low-rank strikes; so they lose their damage dice entirely, and are still melee only?</p><p>It's a tricky question with no perfect solutions.</p><p>Also, most d20 systems assume that any attack effect is vastly superior to raw strength.</p><p></p><p> Which confuses the heck out of people that aren't used to d20. "But it's damage! Why doesn't my damage reduction stop the pain of acid!?" I understand the decision (it makes casters feel cooler and keeps barbarians from completely ignoring fire) but it's danged confusing, especially with Hardness in existence.</p><p>I'm not disagreeing, just pointing out that the language isn't spectacular.</p><p></p><p></p><p>At 3 per, protection is too good. Tactical Vest is Protection 4; SMG deals 2d6 damage. A shot can either have a chance to hurt someone (2 to 12 vs. DR 8) or be useless (2 to 12 vs. DR 12). I say that having a chance to cause injury is more appropriate.</p><p></p><p>Impervious is a +1 per rank extra, added to the Toughness save. When added to a protection, it increases the DR by 1 (3 / rank); when added to a Con bonus, it should provide DR 2, just like protection, since the con score is providing increased survivability already (in the form of hp). That was a trade off players had to make when dealing with PL caps.</p><p>For a non-capped game, Impervious by itself is less useful. It may even be fine to drop it entirely.</p><p></p><p></p><p>That could work too, and be closer to standard for d20 games.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5452396, member: 41187"] Interesting stuff. A few more pieces of input. That's probably the way to go. Lower Damage Resistance by 2 / rank, then deal 1d6 per rank. Nice and simple. Regeneration: It doesn't do much in-combat healing (in 2e, which is what you're using) until you get to ridiculous ranks (~30 to heal damage each round). 1 hp per round maintains this, and makes it easy to scale the effect to whatever degree you want. And the guy with Regeneration 30 is just as freaking hard to put down as he was before. The trick is balance when you stop having static damage for everything. Blast does (rank -2)d6, or 3.5 per rank after the first 2 (and rank 1 or 2 blasts should just do 1 and 1d4 damage, respectively; subsumed by the higher damage of higher rank blasts). How should strike work? Flat damage, just like strength? That's going to be pretty lame. Rank -2 d6, just like blast? But most weapons (and weapon-like powers) are low-rank strikes; so they lose their damage dice entirely, and are still melee only? It's a tricky question with no perfect solutions. Also, most d20 systems assume that any attack effect is vastly superior to raw strength. Which confuses the heck out of people that aren't used to d20. "But it's damage! Why doesn't my damage reduction stop the pain of acid!?" I understand the decision (it makes casters feel cooler and keeps barbarians from completely ignoring fire) but it's danged confusing, especially with Hardness in existence. I'm not disagreeing, just pointing out that the language isn't spectacular. At 3 per, protection is too good. Tactical Vest is Protection 4; SMG deals 2d6 damage. A shot can either have a chance to hurt someone (2 to 12 vs. DR 8) or be useless (2 to 12 vs. DR 12). I say that having a chance to cause injury is more appropriate. Impervious is a +1 per rank extra, added to the Toughness save. When added to a protection, it increases the DR by 1 (3 / rank); when added to a Con bonus, it should provide DR 2, just like protection, since the con score is providing increased survivability already (in the form of hp). That was a trade off players had to make when dealing with PL caps. For a non-capped game, Impervious by itself is less useful. It may even be fine to drop it entirely. That could work too, and be closer to standard for d20 games. [/QUOTE]
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