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Hey Old One: After Action Report?
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<blockquote data-quote="takyris" data-source="post: 1804360" data-attributes="member: 5171"><p>On a random side note, M&M did do away with "extra skill points from high Int", because it's a pure point-buy system, so you're free to either buy a ton of skill points or buy a super-ability and effectively be good but untrained at a bunch of stuff (like the guy with Super-Dex +10, meaning he gets a +10 bonus on Hide, Move Silently, Balance, and Escape Artist without putting so much as one rank into the skills).</p><p></p><p>It did, in fact, have the effect of making Int a bit of a dump-stat. Supervillains might have high Int or Super-Int if there's some compelling roleplaying reason, or if they've created a power that gives him Energy Blast and Mind Control as Extras of Super-Intelligence, but there's really no reason to take a high Intelligence on its own beyond qualifying for a handful of feats and getting bonuses on Int-skills. That's one of the reasons that Super-Int is the least expensive super-ability-score in M&M. Super-Strength gives you better lifting, damage, strength checks, and str-skills; Super-Dex gives you better Init, Defense, Reflex saves, and dex-skills; Super-Con gives you better Fort and Damage saves and bonuses to the few con-skills; Super-Wis gives you better Mental Defense, Will Saves, and wis-skills; and Super-Cha edges out Super-Int slightly in terms of utility by applying to skills you can use offensively on NPCs and having built-in extras that are neat.</p><p></p><p>Int-skills are, in a game that does not revolve around a bunch of scientists examining medical or scientific mysteries, tied with Con-skills in terms of lameness. Strength and Dex skills help movement and combat, Wis-skills are great defensive additions (Spotting or hearing the approaching enemy, Sensing an opponent's attempt to Bluff), and Cha-skills are great offensive additions (Bluffing, Taunting, or using Diplomacy to manipulate the attitude or actions of an opponent). Int-skills are pretty much "Disable Device", which is nice, and a whole bunch of Knowledge skills, which are a great way to have the GM give out the information he's been waiting to hand out but aren't exactly going to make your character look cool as you play him.</p></blockquote><p></p>
[QUOTE="takyris, post: 1804360, member: 5171"] On a random side note, M&M did do away with "extra skill points from high Int", because it's a pure point-buy system, so you're free to either buy a ton of skill points or buy a super-ability and effectively be good but untrained at a bunch of stuff (like the guy with Super-Dex +10, meaning he gets a +10 bonus on Hide, Move Silently, Balance, and Escape Artist without putting so much as one rank into the skills). It did, in fact, have the effect of making Int a bit of a dump-stat. Supervillains might have high Int or Super-Int if there's some compelling roleplaying reason, or if they've created a power that gives him Energy Blast and Mind Control as Extras of Super-Intelligence, but there's really no reason to take a high Intelligence on its own beyond qualifying for a handful of feats and getting bonuses on Int-skills. That's one of the reasons that Super-Int is the least expensive super-ability-score in M&M. Super-Strength gives you better lifting, damage, strength checks, and str-skills; Super-Dex gives you better Init, Defense, Reflex saves, and dex-skills; Super-Con gives you better Fort and Damage saves and bonuses to the few con-skills; Super-Wis gives you better Mental Defense, Will Saves, and wis-skills; and Super-Cha edges out Super-Int slightly in terms of utility by applying to skills you can use offensively on NPCs and having built-in extras that are neat. Int-skills are, in a game that does not revolve around a bunch of scientists examining medical or scientific mysteries, tied with Con-skills in terms of lameness. Strength and Dex skills help movement and combat, Wis-skills are great defensive additions (Spotting or hearing the approaching enemy, Sensing an opponent's attempt to Bluff), and Cha-skills are great offensive additions (Bluffing, Taunting, or using Diplomacy to manipulate the attitude or actions of an opponent). Int-skills are pretty much "Disable Device", which is nice, and a whole bunch of Knowledge skills, which are a great way to have the GM give out the information he's been waiting to hand out but aren't exactly going to make your character look cool as you play him. [/QUOTE]
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