M&M 2nd - No ability mods to Attack/Defense?

MadMaxim said:
...so you don't have to have a really high Dexterity in order to avoid getting hit.

Just to make clear what I mean... I think it should be possible to get high Defense without getting high Dex (i.e. Defense should be raisable seperately), but I think high Dex should automatically give some (not necessarily super-high) Defense, since a high-Dex person simply is better at dodging than a low-Dex person.

But as Steve Kenson has written over at the ATT forums, there will be options for linking combat stats to ability scores in the upcoming Mastermind's Manual. :D

Bye
Thanee
 
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I agree. It weirded me out. In fact, it still does weird me out. And when I first started looking at the book, I was totally against it.

But now, I'm much more for it.

In my PL 7, teen titans like M&M game, everyone has high stats. It didn't seem like a big deal, until someone brought up how much he could lift. He has a 16 strength, which seems too high for a gangly 16 year old who hasn't really trained too much (similarly with his dex and con. He's going to be a Robin type eventually, so his stats show that off. However, to compete with the solar-radiation absorbing space alien in his specialty (melee) he needed extra damage.

With the de-coupling of stats and attack and such, it maks it easiwer on me to have characters with character-appropriate stats, no super stats, but still obtain output on the level of people with good stats and super stats.

It is, however, counter-intuitive.
 

One approach would be to give only some of the ability bonus to the combat trait (i.e. Dex to Defense), like +1 Defense for every 4 points in Dex, in a way, that the combat trait would not automatically be maxed out with a high ability score.

But that would probably only work well with fractions (i.e. 1 point in Dex gives +0.25 Defense).

Bye
Thanee
 

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