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Good Superhero-Game?
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<blockquote data-quote="Seeten" data-source="post: 2866400" data-attributes="member: 27186"><p>I think this is ok. In the real world, whats wrong with an average int, average str average con person suddenly getting super powers? I think its great.</p><p></p><p>If you want to be batman, you go and drop 10 pp on every attribute, but if not, I mean, how smart is Superman, really? 12? How wise is Flash? 10? I think we have this D&D mentality, leading us to want to be BIGGER, STRONGER, FASTER via our attributes, but that isnt comic books. You wanna be bigger? Growth. Stronger? Str + Super Strength. Faster? Quickness + Super Speed. Attributes are good for skills, and I think thats intuitive to a supers game, but not so much to a d20 game, mostly because D&D has this ingrained sense that big attributes = good characters.</p><p></p><p>Well, in M&M big attributes are good, but so are 10's across the board. To wit, however, a character with 30 for every attribute is not a bad character. Its actually pretty powerful, and a character who spends those same 100 pp on powers is also powerful. Both of those characters can hit the +attack +defense +dmg and +tough caps, so they are both solidly PL10, or what have you, leaving you with the flavor of an average guy/girl with amazing powers, or a guy/girl super in every way.</p><p></p><p>Note the super powered person doesnt have a default of +10 notice, +10 sense motive, +10 gather info, +10 bluff, +10 to every single other skill, though. And the 30 in every attribute guy has +10 will saves, +10 reflex saves, +10 initiative, +10 fort save +10 toughness save, and a myriad of other advantages. PL10 character max out at 15 will/fort/ref save, so for 15 more points you're maxed on all saves. thats 115 points, leaving you 35 more for skills and feats and attack/defense.</p><p></p><p>I think the above example illustrates that attributes are useful, but not overpowered or underpowered.</p><p></p><p>Also, my 42 int wunderkind has Master Plan. She creates a Master Plan on a natural 1. =)</p></blockquote><p></p>
[QUOTE="Seeten, post: 2866400, member: 27186"] I think this is ok. In the real world, whats wrong with an average int, average str average con person suddenly getting super powers? I think its great. If you want to be batman, you go and drop 10 pp on every attribute, but if not, I mean, how smart is Superman, really? 12? How wise is Flash? 10? I think we have this D&D mentality, leading us to want to be BIGGER, STRONGER, FASTER via our attributes, but that isnt comic books. You wanna be bigger? Growth. Stronger? Str + Super Strength. Faster? Quickness + Super Speed. Attributes are good for skills, and I think thats intuitive to a supers game, but not so much to a d20 game, mostly because D&D has this ingrained sense that big attributes = good characters. Well, in M&M big attributes are good, but so are 10's across the board. To wit, however, a character with 30 for every attribute is not a bad character. Its actually pretty powerful, and a character who spends those same 100 pp on powers is also powerful. Both of those characters can hit the +attack +defense +dmg and +tough caps, so they are both solidly PL10, or what have you, leaving you with the flavor of an average guy/girl with amazing powers, or a guy/girl super in every way. Note the super powered person doesnt have a default of +10 notice, +10 sense motive, +10 gather info, +10 bluff, +10 to every single other skill, though. And the 30 in every attribute guy has +10 will saves, +10 reflex saves, +10 initiative, +10 fort save +10 toughness save, and a myriad of other advantages. PL10 character max out at 15 will/fort/ref save, so for 15 more points you're maxed on all saves. thats 115 points, leaving you 35 more for skills and feats and attack/defense. I think the above example illustrates that attributes are useful, but not overpowered or underpowered. Also, my 42 int wunderkind has Master Plan. She creates a Master Plan on a natural 1. =) [/QUOTE]
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