Bront
The man with the probe
He started with 7Rystil Arden said:Zounds, man! That's more than PC gave out to everyone combined, I think. Your session must have been longer than 4 hours, then, I guess![]()

He started with 7Rystil Arden said:Zounds, man! That's more than PC gave out to everyone combined, I think. Your session must have been longer than 4 hours, then, I guess![]()
The big problem is you missed the meat of quake with the crash.Salix said:I screwed up HP with PP. I'm not too worried about advancement. I'm just hoping to get some play time in. As far as PPs goes, I wouldn't mind reading some more GMs adventures to see how they handle things. I purposely didn't read Quake because I didn't want to rip anything off, but now that its finished I think I'll dig in.
Ah, that's eminently more reasonable then--that's about in line with the amount I got, which included several for RP, two for the suit being screwed over, and one for not revealing my hero 'comrade' 's modifications to the device he designed for me to block out our other 'ally' 's mental attacks as well as the BBEG's. I almost got another, but I decided to try to oppose something instead of go along for the HP because I figured I had enoughBront said:He started with 7![]()
Our Living game for cons is going 1-3. So far, there's only been 1 3 point award that I know of, and I gave out 1 1 point one at the con.Rystil Arden said:I agree with you about Juliana, and I think that's the point, now that I understand the award system here better. Giving PP based on accomplishments makes sense to me more than based on time. If you try to give out 1 PP per month (maybe + or - 1 PP based on RP or whatnot), then the players who post once every other day at best and take a year to clear out a short adventure get nearly the same PP as the players who post several times a day and zoom through a really long adventure and two short ones in the same time frame.
Of course, it isn't a big problem, and I have no worries either way (more power is definitely cool with me!)--I was just curious based on the advancement rate suggested in the M&M book (which was 1 PP per adventure).
Bront said:HPs fly out for interesting things, as well as complications. Gun Monkey is pissed for example, and has not slowed down to allow for someone to come heal him while injured. He also scarred the heck out of some children. For me, it's hit or miss depending on the game. Some games make me more generous than others, so it's usually the player mood.
According to the book, you can feel free to add, remove, and change complications as you see fit and the character grows and maturesSalix said:I noticed I missed the complication HP on the rage too late. I've just kind of been getting the feel for complications in the game. Accident is a natural one for Gremlin. Is it too late to add?
Make it Accident prone, but sure. Those are supposed to evolve anyway.Salix said:I noticed I missed the complication HP on the rage too late. I've just kind of been getting the feel for complications in the game. Accident is a natural one for Gremlin. Is it too late to add?
Yes, but don't go nuts. Not sure if we mentioned an initial limit in creation (2 I want to say).Rystil Arden said:According to the book, you can feel free to add, remove, and change complications as you see fit and the character grows and matures
Myself, I might add some rival complications for Sierra soon.
Well, you probably don't want more than 1 or 2 of the personality defect sorts where you can control it and mess up the group by going overboard. But it probably wouldn't be a problem to have tons of the kind that the GM can control, since the GM can choose when to use 'em. For instance. Superman has complications for Love Interest: Lois Lane, Enemy: Lex Luthor, Enemy: Brainiac, Enemy: Darkseid, (and many more enemies!), Fame, Honor, Responsibility, and Secret. Most of those don't really affect any given comic, though.Bront said:Yes, but don't go nuts. Not sure if we mentioned an initial limit in creation (2 I want to say).
and if you have more than 3, you start becoming a detriment to the group. HPs are usefull, but awarding for complications means you're getting held back.