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GMing my first M&M game...help!
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<blockquote data-quote="7Samurai" data-source="post: 1674837" data-attributes="member: 20922"><p>Well, we made characters last night. I think it went well. Players are as follows:</p><p></p><p>1. Vampire</p><p>Feats: Rapid Healing, Great Fortitude, Toughness, Immunity to Aging, Durability</p><p>Powers: Leaping, Natural Weapon, Protection, Regeneration, Running</p><p></p><p>2. Teleporting Fighter</p><p>Feats: Power Stunts Fusillade and Turnabout</p><p>Powers: Teleportation, Strike</p><p></p><p>3. Samurai</p><p>Feats: Weapon Expertise, Weapon Finesse, Dodge, Power Attack, Takedown Attack, Rapid Takedown, Stunning Attack, Move by Attack, Improved Disarm, Whirlwind attack, Quick Draw, Ambidexterous, Accurate Attack, Improved Innitiative, evasion, Attack Focus, Blind Fight, Power Stunt: Dual Damage</p><p>Power: Deflection, Weapon</p><p></p><p>4. Luck 0' the Irish</p><p>Feats: Attractive, Dodge</p><p>Powers: Luck, Postcognition (with Psychometry only flaw), Precognition (with Uncontrolled flaw)</p><p></p><p>There will be one more character that has yet to decide. </p><p></p><p>I must say that the Samurai has me very worried. I still have to go through each sheet to make sure it adds up and i feel it's ok. But all those feats just seem crazy to me, and some of them i know just make him a murdering machine. In my previous Spycraft game (with mechanics they were more used to) my characters easily policed themselves, I'm not so sure with my Samurai character. I like to give my players as much leeway as possible. How do i say no, and what options do i give as compromise?</p><p></p><p>PS. Samurai character....that's usually my schtick!</p></blockquote><p></p>
[QUOTE="7Samurai, post: 1674837, member: 20922"] Well, we made characters last night. I think it went well. Players are as follows: 1. Vampire Feats: Rapid Healing, Great Fortitude, Toughness, Immunity to Aging, Durability Powers: Leaping, Natural Weapon, Protection, Regeneration, Running 2. Teleporting Fighter Feats: Power Stunts Fusillade and Turnabout Powers: Teleportation, Strike 3. Samurai Feats: Weapon Expertise, Weapon Finesse, Dodge, Power Attack, Takedown Attack, Rapid Takedown, Stunning Attack, Move by Attack, Improved Disarm, Whirlwind attack, Quick Draw, Ambidexterous, Accurate Attack, Improved Innitiative, evasion, Attack Focus, Blind Fight, Power Stunt: Dual Damage Power: Deflection, Weapon 4. Luck 0' the Irish Feats: Attractive, Dodge Powers: Luck, Postcognition (with Psychometry only flaw), Precognition (with Uncontrolled flaw) There will be one more character that has yet to decide. I must say that the Samurai has me very worried. I still have to go through each sheet to make sure it adds up and i feel it's ok. But all those feats just seem crazy to me, and some of them i know just make him a murdering machine. In my previous Spycraft game (with mechanics they were more used to) my characters easily policed themselves, I'm not so sure with my Samurai character. I like to give my players as much leeway as possible. How do i say no, and what options do i give as compromise? PS. Samurai character....that's usually my schtick! [/QUOTE]
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