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Help! I need a rules-lite super hero RPG
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<blockquote data-quote="Elric" data-source="post: 5079238" data-attributes="member: 1139"><p>It's not that hard to wing ranks on the spot: 10 ranks in Blast, 5 ranks in Flight, 10 ranks in Force Field for a PL 10 energy controller, for example.</p><p></p><p></p><p></p><p>This is definitely a problem. M&M isn't a game where the GM can take a hands off approach, and certainly isn't one where players are expected to "do your worst." Here is </p><p><a href="http://www.atomicthinktank.com/viewtopic.php?t=31064" target="_blank">an excellent thread on M&M's official boards</a> on balance issues in the PL system (read the first two posts, and the examples linked at the end of the second post, in particular), which is the best discussion of its kind that I've seen.</p><p></p><p></p><p></p><p>The use of a hero point to gain a feat or power feat (including an Alternate Power) for a round can slow the game down. Two things to remember: first, a character needs a rationale for what they can power stunt. Cyclops using his eye beams to read minds is probably out. Second, gaining a feat/power feat for a round typically isn't a great use of HP compared to other hero point uses (e.g., reroll, shake off a stunned condition, double dodge bonus to defense for a round). </p><p></p><p>It's unlikely there are a lot of feats you didn't take that you'll want to gain regularly with hero points, with the particular exception of strong feats where having it all the time wouldn't fit the character concept (e.g., Power Attack).</p></blockquote><p></p>
[QUOTE="Elric, post: 5079238, member: 1139"] It's not that hard to wing ranks on the spot: 10 ranks in Blast, 5 ranks in Flight, 10 ranks in Force Field for a PL 10 energy controller, for example. This is definitely a problem. M&M isn't a game where the GM can take a hands off approach, and certainly isn't one where players are expected to "do your worst." Here is [url=http://www.atomicthinktank.com/viewtopic.php?t=31064]an excellent thread on M&M's official boards[/url] on balance issues in the PL system (read the first two posts, and the examples linked at the end of the second post, in particular), which is the best discussion of its kind that I've seen. The use of a hero point to gain a feat or power feat (including an Alternate Power) for a round can slow the game down. Two things to remember: first, a character needs a rationale for what they can power stunt. Cyclops using his eye beams to read minds is probably out. Second, gaining a feat/power feat for a round typically isn't a great use of HP compared to other hero point uses (e.g., reroll, shake off a stunned condition, double dodge bonus to defense for a round). It's unlikely there are a lot of feats you didn't take that you'll want to gain regularly with hero points, with the particular exception of strong feats where having it all the time wouldn't fit the character concept (e.g., Power Attack). [/QUOTE]
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Help! I need a rules-lite super hero RPG
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