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Help me use Mutants & Masterminds for modern fantasy (a la Savannah Knights)
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2183499" data-attributes="member: 12332"><p>The unfortunate fact of it is that, M&M style, there's about 3 damage categories for firearms. +3, +4, +5. </p><p></p><p>I've thought about moving damage save over to Modern, but it would need a new, larger, save progression to really make it work. The M&M save and damage system is built to scale up to superheroes, and the low ends are really sort of fuzzy. UA roughly converts damage codes to +1 per 5 points of damage. If that were averaged, most firearms would deal +1 (2d6 average of 7) or +2 (2d8 {9}, 2d10 {11}, 2d12 {13}). Taking max damage of each weapon gets you a little more variation with the formula: +2 (2d6), +3 (2d8), +4 (2d10), +5 (2d12).</p><p></p><p>But, as you can see, by assuming that the Str bonus of a melee weapon is also the damage bonus, that puts firearms at a pretty significant disadvantage.</p><p></p><p>The M&M damage bonus and save system was built on a Power Level assumption with a 25% breakdown in all successful equal-PL hits doing No Damage / Hit / Stun / Unc. This works great when all damage comes from a super-power or character and scales with level, but level-independant items like guns don't scale with the characters making a +6 rifle very leathal if you build on PL1 or less than average if you build on PL 10. </p><p></p><p>The sweet spot for guns is where Nocturnals is at, around PL 5 to PL 7. That's not alot of room to work with, though, as far as character advancement goes. Even then, it's quite possible to work yourself up to being nigh immune to weapons.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2183499, member: 12332"] The unfortunate fact of it is that, M&M style, there's about 3 damage categories for firearms. +3, +4, +5. I've thought about moving damage save over to Modern, but it would need a new, larger, save progression to really make it work. The M&M save and damage system is built to scale up to superheroes, and the low ends are really sort of fuzzy. UA roughly converts damage codes to +1 per 5 points of damage. If that were averaged, most firearms would deal +1 (2d6 average of 7) or +2 (2d8 {9}, 2d10 {11}, 2d12 {13}). Taking max damage of each weapon gets you a little more variation with the formula: +2 (2d6), +3 (2d8), +4 (2d10), +5 (2d12). But, as you can see, by assuming that the Str bonus of a melee weapon is also the damage bonus, that puts firearms at a pretty significant disadvantage. The M&M damage bonus and save system was built on a Power Level assumption with a 25% breakdown in all successful equal-PL hits doing No Damage / Hit / Stun / Unc. This works great when all damage comes from a super-power or character and scales with level, but level-independant items like guns don't scale with the characters making a +6 rifle very leathal if you build on PL1 or less than average if you build on PL 10. The sweet spot for guns is where Nocturnals is at, around PL 5 to PL 7. That's not alot of room to work with, though, as far as character advancement goes. Even then, it's quite possible to work yourself up to being nigh immune to weapons. --fje [/QUOTE]
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