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Help me use Mutants & Masterminds for modern fantasy (a la Savannah Knights)
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<blockquote data-quote="takyris" data-source="post: 2183334" data-attributes="member: 5171"><p>Here's what I did (the short version)</p><p></p><p>XdY damage becomes ((X times Y)/2 - X). So 1d6 = 6/3 -1 = +2, 1d8 = +3, 2d6=12/2 -2, or +4, and so on. A 4d6 grenade does 24/2 -4 = +8 damage.</p><p></p><p>So that's the basic set so far. Now, for the saves, I ruled that:</p><p></p><p>- Any melee or ranged attack used a Fort save for the damage save.</p><p>- Any area of effect used the Reflex save for the damage save -- <strong>instead</strong> of the save-for-half thing, you just save against the damage with the Reflex save. In a way, this makes more sense -- you can turn a bullet wound into a graze or shrug off a club to the shoulder, but you don't shrug off a grenade -- you dive out of the way.</p><p>- Any magical damage used the Will save (just to give Will saves something to do).</p><p></p><p>I also turned armor into DR and Stun Conversion. Generally speaking, cut the value of the armor in half, and round toward Stun Conversion. So a breastplate or bulletproof vest (+5, normally) becomes DR2/SC3 -- meaning that a dagger stab by a guy with an ordinary strength just glances off unless he scores a Crit (which does additional damage), while a gunshot (2d6, or +4) gets past DR but is converted into Stun damage, not lethal damage, because the +2 damage that got through is less than the 3 that could be converted into Stun damage. So a guy in a breastplate has little to fear from a weak-looking guy with a dagger -- unless the guy has a lot of training (melee smash, streetfighting), gets lucky (scores a crit), or has something up his sleeve (magical dagger). And if he's shot, and it's a normal hit, then it probably won't kill him, but it would certainly stun him.</p><p></p><p>I regretfully dropped the "Reduce BELOW 0" thing and turned it to "Reduce to 0" to ignore, so that my players would remember. If I had it as "Reduce BELOW 0", I'd round toward DR on the armor, not Stun Conversion.</p><p></p><p>If you are rolling a damage save against Stun damage, and you roll a natural 1, it's treated as Lethal damage.</p><p></p><p>And crits have their normal crit ranges and multipliers. x2 = +3 damage, x3 = +6 damage, and the rare x4 scythe does +9 damage on a crit, which is extremely ugly.</p><p></p><p>I also made some changes to feats and talents, which should be obvious -- Tough Hero talents got a makeover, with Second Wind allowing you to recover from hits.</p><p></p><p>The final big change was to keep the grittiness and nastiness -- in M&M, Stun hits only give you penalties to Stun damage, and Lethal hits give you penalties to all Damage Saves. In my game, Stun hits give you penalties to all damage saves... and lethal hits give you penalties to <strong>every darn roll of the d20</strong>. So when you have 4 lethal hits, you're a bloody sad mess. You can spend an Action Point to ignore the "every darn roll" penalty for half your level in rounds, plus one -- the Bruce Willis "with my last ounce of strength, I heroically do the stuff I couldn't do a minute ago because I'm a bloody wreck" move. <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>Anyway, hope this helps!</p></blockquote><p></p>
[QUOTE="takyris, post: 2183334, member: 5171"] Here's what I did (the short version) XdY damage becomes ((X times Y)/2 - X). So 1d6 = 6/3 -1 = +2, 1d8 = +3, 2d6=12/2 -2, or +4, and so on. A 4d6 grenade does 24/2 -4 = +8 damage. So that's the basic set so far. Now, for the saves, I ruled that: - Any melee or ranged attack used a Fort save for the damage save. - Any area of effect used the Reflex save for the damage save -- [b]instead[/b] of the save-for-half thing, you just save against the damage with the Reflex save. In a way, this makes more sense -- you can turn a bullet wound into a graze or shrug off a club to the shoulder, but you don't shrug off a grenade -- you dive out of the way. - Any magical damage used the Will save (just to give Will saves something to do). I also turned armor into DR and Stun Conversion. Generally speaking, cut the value of the armor in half, and round toward Stun Conversion. So a breastplate or bulletproof vest (+5, normally) becomes DR2/SC3 -- meaning that a dagger stab by a guy with an ordinary strength just glances off unless he scores a Crit (which does additional damage), while a gunshot (2d6, or +4) gets past DR but is converted into Stun damage, not lethal damage, because the +2 damage that got through is less than the 3 that could be converted into Stun damage. So a guy in a breastplate has little to fear from a weak-looking guy with a dagger -- unless the guy has a lot of training (melee smash, streetfighting), gets lucky (scores a crit), or has something up his sleeve (magical dagger). And if he's shot, and it's a normal hit, then it probably won't kill him, but it would certainly stun him. I regretfully dropped the "Reduce BELOW 0" thing and turned it to "Reduce to 0" to ignore, so that my players would remember. If I had it as "Reduce BELOW 0", I'd round toward DR on the armor, not Stun Conversion. If you are rolling a damage save against Stun damage, and you roll a natural 1, it's treated as Lethal damage. And crits have their normal crit ranges and multipliers. x2 = +3 damage, x3 = +6 damage, and the rare x4 scythe does +9 damage on a crit, which is extremely ugly. I also made some changes to feats and talents, which should be obvious -- Tough Hero talents got a makeover, with Second Wind allowing you to recover from hits. The final big change was to keep the grittiness and nastiness -- in M&M, Stun hits only give you penalties to Stun damage, and Lethal hits give you penalties to all Damage Saves. In my game, Stun hits give you penalties to all damage saves... and lethal hits give you penalties to [b]every darn roll of the d20[/b]. So when you have 4 lethal hits, you're a bloody sad mess. You can spend an Action Point to ignore the "every darn roll" penalty for half your level in rounds, plus one -- the Bruce Willis "with my last ounce of strength, I heroically do the stuff I couldn't do a minute ago because I'm a bloody wreck" move. :) Anyway, hope this helps! [/QUOTE]
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