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Help me use Mutants & Masterminds for modern fantasy (a la Savannah Knights)
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<blockquote data-quote="threshel" data-source="post: 2183154" data-attributes="member: 5164"><p>A few. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Power levels aren't like character levels, you'll be surprised at how little ability a PL 1 character has. Essentially: PL1 is little old ladies and infants, PL2 is normal joes, and PL3 is the first step towards execeptional.</p><p></p><p>If you really want getting shot to be <em>bad</em>, use the high-lethality rules and add the impairment option to damage. Without it, characters aren't really in mortal danger unless they're hit after they drop. The regular chart ends at Unconcious/Disabled.</p><p></p><p>Remember that the Hero/Villain Point mechanic isn't just an add-on, it's use is intrinsic to the game. Without it, the flat probability curve can make resolution too erratic with low PL characters. If you want to drop it altogether, then I'd suggest switching to 2d10 to curve resolution a bit. I wouldn't drop it, though.</p><p></p><p>The easiest way to cut down on the "superpowers disguised as magic" thing is by enforcing inherent <strong>non-point</strong> flaws. Your skill use requirement is a perfect example.</p><p></p><p>I would handle the "bonded entity" magic by making it an offset template.</p><p></p><p><strong>Fire-Bonded:</strong> </p><p>Energy Control - Fire +3, Extras: Energy Absorption +3; Power Stunts: Energy Blast, Immunity (Fire). (10pp)</p><p>Weakness - Vulnerability to cold. (-10pp)</p><p>Total Cost: 0</p><p></p><p>I'd put an absolute limit on the number of Weaknesses a character can have. For a low-PL game, I'd say 1 is the right number. Include the ones from bonded templates in this count. Talk alot about your plans to use Weaknesses against the characters. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p>(I did this in my MnM game, and you'd be surprised how effective it is. Only a few of my guys took any weaknesses at all, and no one took more than 1, even though the limit was 2.)</p><p></p><p>On that note, talk a lot with your players in general. As takyris' example points out, the sheer number of options in the system can lead to wildly different characters, and threat assessment on the part of the GM is way more than PL v. PL.</p><p></p><p>Lastly, MnM is not the system for treasure-hunting games. Even if it's in a low-magic setting, free equipment, even if it's only mundane, will nerf the balance of your game in no time. At low PL's, that suit of leather armor is precious. MnM is better, however, at modeling the archetype of the defining possession. Fantasy heroes and villains typically have a few defining possessions: King Arthur's crown, armor, and sword; Elric's sword, Covenant's ring, Legolas' bow, arrows and knives. These possessions identify the character to the reader as well as the inhabitants of the world in which they live.</p><p></p><p>Hope this helps, and, more importantly, I hope you have fun.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>J</p></blockquote><p></p>
[QUOTE="threshel, post: 2183154, member: 5164"] A few. :) Power levels aren't like character levels, you'll be surprised at how little ability a PL 1 character has. Essentially: PL1 is little old ladies and infants, PL2 is normal joes, and PL3 is the first step towards execeptional. If you really want getting shot to be [i]bad[/i], use the high-lethality rules and add the impairment option to damage. Without it, characters aren't really in mortal danger unless they're hit after they drop. The regular chart ends at Unconcious/Disabled. Remember that the Hero/Villain Point mechanic isn't just an add-on, it's use is intrinsic to the game. Without it, the flat probability curve can make resolution too erratic with low PL characters. If you want to drop it altogether, then I'd suggest switching to 2d10 to curve resolution a bit. I wouldn't drop it, though. The easiest way to cut down on the "superpowers disguised as magic" thing is by enforcing inherent [b]non-point[/b] flaws. Your skill use requirement is a perfect example. I would handle the "bonded entity" magic by making it an offset template. [B]Fire-Bonded:[/B] Energy Control - Fire +3, Extras: Energy Absorption +3; Power Stunts: Energy Blast, Immunity (Fire). (10pp) Weakness - Vulnerability to cold. (-10pp) Total Cost: 0 I'd put an absolute limit on the number of Weaknesses a character can have. For a low-PL game, I'd say 1 is the right number. Include the ones from bonded templates in this count. Talk alot about your plans to use Weaknesses against the characters. :] (I did this in my MnM game, and you'd be surprised how effective it is. Only a few of my guys took any weaknesses at all, and no one took more than 1, even though the limit was 2.) On that note, talk a lot with your players in general. As takyris' example points out, the sheer number of options in the system can lead to wildly different characters, and threat assessment on the part of the GM is way more than PL v. PL. Lastly, MnM is not the system for treasure-hunting games. Even if it's in a low-magic setting, free equipment, even if it's only mundane, will nerf the balance of your game in no time. At low PL's, that suit of leather armor is precious. MnM is better, however, at modeling the archetype of the defining possession. Fantasy heroes and villains typically have a few defining possessions: King Arthur's crown, armor, and sword; Elric's sword, Covenant's ring, Legolas' bow, arrows and knives. These possessions identify the character to the reader as well as the inhabitants of the world in which they live. Hope this helps, and, more importantly, I hope you have fun. :) J [/QUOTE]
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