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Grack's Immortals- the Good, the Bad, and the Neutral
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<blockquote data-quote="The Grackle" data-source="post: 1790908" data-attributes="member: 23976"><p>So these are the NPCs from my Mutants and Masterminds game. Anyone who wants to use these guys, steal names, modify them, get ideas, or rip them off wholesale is more than welcome to. However, I have supped-up the old MnM engine w/ a number of optional rules, and I rarely (read: never) pay attention to the NPCs’ point-totals. When determining the “CR” for enemies and villains, I find that the PL cap on powers, and number of villain points is far more important than the character’s total power points. Especially since they tend to get creamed in a few rounds anyway…</p><p></p><p><strong>Optional Rule #1: PC Damage Roll </strong></p><p>I make my players make ALL the rolls. I don’t even touch the dice most games. This means my NPCs don’t make damage saves, and the players make damage rolls as is described on page 128. Pretty easy, really. </p><p>So, all these NPCs are listed with a damage save bonus AND a DC for the damage rolls (=15+ bonuses). Also I write down the DC for each level of injury (KO/Stun/Bruise) to make it that much faster.</p><p></p><p><strong>Optional Rule #2: PC Defense Roll</strong></p><p>This also means the PCs make defense rolls instead of having a static 10+bonuses (like AC). Every time an enemy attacks they have to roll to dodge it = D20 + defense bonuses. </p><p>So, all these NPCs are listed with attack bonuses AND a DC for their attacks (=10 + attack bonuses.)</p><p></p><p>(a weird side effect of this is that the enemies get criticals when the player rolls a 1 on the defense roll.(1 or 2 w/ improved crit.))</p><p></p><p>Basically, I just yell out numbers for attacks and damage and make those suckers do all the dice rolling and mathing stuff up. It works ok and allows them a freer use of their hero points. If you run a normal MnM game just ignore those DCs.</p><p></p><p><strong>Optional Rule #3: Combat Skills</strong></p><p>I use the Combat Skills option on page 28 instead of BAB and BDefB. I’ve also added an attack skill for mental combat and a defense skill for mental combat called “Shielding.” </p><p></p><p><strong>Optional Rule #4: 2/1 Skill points. </strong></p><p>Probably the all-time most common optional rule for MnM. 2 skill points for each pp.</p><p></p><p>Edit: Oh, yeah. I always calculate protection into the damage save, b/c it amounts to the same thing as a damage save IF you have to roll. I just have to remember any attack below protection is ineffective and doesn't require a save to be rolled at all.</p></blockquote><p></p>
[QUOTE="The Grackle, post: 1790908, member: 23976"] So these are the NPCs from my Mutants and Masterminds game. Anyone who wants to use these guys, steal names, modify them, get ideas, or rip them off wholesale is more than welcome to. However, I have supped-up the old MnM engine w/ a number of optional rules, and I rarely (read: never) pay attention to the NPCs’ point-totals. When determining the “CR” for enemies and villains, I find that the PL cap on powers, and number of villain points is far more important than the character’s total power points. Especially since they tend to get creamed in a few rounds anyway… [B]Optional Rule #1: PC Damage Roll [/B] I make my players make ALL the rolls. I don’t even touch the dice most games. This means my NPCs don’t make damage saves, and the players make damage rolls as is described on page 128. Pretty easy, really. So, all these NPCs are listed with a damage save bonus AND a DC for the damage rolls (=15+ bonuses). Also I write down the DC for each level of injury (KO/Stun/Bruise) to make it that much faster. [B]Optional Rule #2: PC Defense Roll[/B] This also means the PCs make defense rolls instead of having a static 10+bonuses (like AC). Every time an enemy attacks they have to roll to dodge it = D20 + defense bonuses. So, all these NPCs are listed with attack bonuses AND a DC for their attacks (=10 + attack bonuses.) (a weird side effect of this is that the enemies get criticals when the player rolls a 1 on the defense roll.(1 or 2 w/ improved crit.)) Basically, I just yell out numbers for attacks and damage and make those suckers do all the dice rolling and mathing stuff up. It works ok and allows them a freer use of their hero points. If you run a normal MnM game just ignore those DCs. [B]Optional Rule #3: Combat Skills[/B] I use the Combat Skills option on page 28 instead of BAB and BDefB. I’ve also added an attack skill for mental combat and a defense skill for mental combat called “Shielding.” [B]Optional Rule #4: 2/1 Skill points. [/B] Probably the all-time most common optional rule for MnM. 2 skill points for each pp. Edit: Oh, yeah. I always calculate protection into the damage save, b/c it amounts to the same thing as a damage save IF you have to roll. I just have to remember any attack below protection is ineffective and doesn't require a save to be rolled at all. [/QUOTE]
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