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"I hate math"
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<blockquote data-quote="WizarDru" data-source="post: 1643938" data-attributes="member: 151"><p>Well, yes and no. While the power levels are generally high, the range of a M&M characters actual powers are much less diverse. Few characters except a Sorcery character have a large amount of abilities. Consider the range of power and options available to a 15th level wizard or cleric with normal wealth levels, as compared to a PL15 M&M character. M&M is a fantastic system, but it has a very tight focus.</p><p> </p><p> </p><p> I agree. I'm certainly not going to tell you that high-level play doesn't have it's pitfalls...it does. And I'm always willing to entertain options and ideas. That's one reason I love 3e/3.5e so much...it embraces change much more readily, IMHO.</p><p> </p><p> </p><p> Well, it truly varies. One thing to factor in is that a single Greater Dispel can completely drop the defenses of many opponents, so an overly confident reliance on purely magical defenses can be just as lethal as not having them. Many of the special abilities may or may not having bearing from combat to combat, and thus their influence varies dramatically. Most of the high-level creatures my group has encountered do not have more than one or two of these kinds of abilities...but they have others or ways to outlast such talents. High-level characters are tricked out, but only because the threats they face are often so huge as to be mind-boggling.</p><p> </p><p> </p><p> Well, as I say, most of my players encounters have been with things that DON'T have all of those abilities. For example, when fighting the half-elemental advanced Behirs, they were mostly reliant on their huge hitpoints, which scared the hell out of the party. When you drop 300 points of damage on a freigh-train and it keeps coming, you get nervous. <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=":)" /> The Baklash Dreadnought from "Lich Queen's Beloved" had his anti-magic ray, and so on. Players adapt to the situation....in the case of the Lich Queen herself, I never foresaw the party cleric throwing an anti-magic field on himself and then grappling the Lich Queen. It was <em>brilliant.</em></p><p> </p><p> What I don't like is trying to remember all of the information, not the math. Keeping track of things like SR or DR for each creature, for example. Knowing if someone is proected frm evil, and making sure summoned evil creatures don't violate that rules surrounding him, for example.</p><p> </p><p> I'm not sure I see a way, other than getting very abstract, of removing those options and keeping the same design goals.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1643938, member: 151"] Well, yes and no. While the power levels are generally high, the range of a M&M characters actual powers are much less diverse. Few characters except a Sorcery character have a large amount of abilities. Consider the range of power and options available to a 15th level wizard or cleric with normal wealth levels, as compared to a PL15 M&M character. M&M is a fantastic system, but it has a very tight focus. I agree. I'm certainly not going to tell you that high-level play doesn't have it's pitfalls...it does. And I'm always willing to entertain options and ideas. That's one reason I love 3e/3.5e so much...it embraces change much more readily, IMHO. Well, it truly varies. One thing to factor in is that a single Greater Dispel can completely drop the defenses of many opponents, so an overly confident reliance on purely magical defenses can be just as lethal as not having them. Many of the special abilities may or may not having bearing from combat to combat, and thus their influence varies dramatically. Most of the high-level creatures my group has encountered do not have more than one or two of these kinds of abilities...but they have others or ways to outlast such talents. High-level characters are tricked out, but only because the threats they face are often so huge as to be mind-boggling. Well, as I say, most of my players encounters have been with things that DON'T have all of those abilities. For example, when fighting the half-elemental advanced Behirs, they were mostly reliant on their huge hitpoints, which scared the hell out of the party. When you drop 300 points of damage on a freigh-train and it keeps coming, you get nervous. :) The Baklash Dreadnought from "Lich Queen's Beloved" had his anti-magic ray, and so on. Players adapt to the situation....in the case of the Lich Queen herself, I never foresaw the party cleric throwing an anti-magic field on himself and then grappling the Lich Queen. It was [i]brilliant.[/i] What I don't like is trying to remember all of the information, not the math. Keeping track of things like SR or DR for each creature, for example. Knowing if someone is proected frm evil, and making sure summoned evil creatures don't violate that rules surrounding him, for example. I'm not sure I see a way, other than getting very abstract, of removing those options and keeping the same design goals. [/QUOTE]
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