M&M: Bad First Session/All Or None

HeapThaumaturgist

First Post
Well, I've had the M&M rules for two weeks, have read them, lurked on the M&M boards, have a 2nd Printing with the errata included, have examined the few "problem powers" that have been bandied about on that board, etc etc... I figured I was pretty much ready to try my hand at the system.

Last night I ran a One Shot for my group to "test drive" it. We've been playing a Blood And Vigilance supers game (pulp/noir low on "powers", high on Larger Than Life) and thought we'd give Four-Color a run. As I knew the rules and whatnot I imagined it would be fun, fast, and entertaining.

M&M exploded in my face.

We used mostly the archetypes from the book, with my wife running a Shapeshifter/Mimic flawed to Humans-only (sort of a Mystique power/face theif) named "Cosmopolitan". The archetypes used were the Elemental, the Battlesuit, and the Powerhouse.

I ran The Heist, which is a free mini-adventure on the M&M site featuring two PL 10 baddies, Rant and Rave, who have Sonic and Illusion powers, respectively.

One immediate problem we ran into was that, 9 times out of 10, the Powerhouse (Minotaur) could do anything the others could do ... and do it better. We changed out Minotaur's Super-Strength Extra: Protection for Extra: Amazing-Save DMG. This was to see how both types of defense worked, with Battlesuit having Armor ("Protection") and Elemental having Force Field ("Protection"). (Cyclone and Inferno, respectively)

As we quickly found out, Minotaur was effectively immune to Mooks, as he could only fail his DMG save 5-10% of the time. This was good and fine and fair, he even failed once and took a hit. Cyclone and Inferno were ACTUALLY immune to mook damage. HOWEVER, when it came down to it, we found that armor created a "Bubble" syndrome for Cyc and Inferno ... I used Point Blank Shot with Rant on Inferno (Making the damage bonus +11) and his +2 "real" damage save vs. DC 16 meant he was likely to fail by some amount 70% of the time. First strike he rolled poorly and was Disabled.

Because this was a trial run, we decided to mitigate that Disabled out with a Hero Point to merely Stunned and move on, thinking it was a fluke. Next Rant used a Villian Point to add Penetrating Attack to his Sonic Blast to hit Cyclone (who was a little beyond PBS range). Cyclone failed his DMG save miserably and was Disabled. We all raised our eyebrows and figured it was a fluke as well, mitigated the Disabled to Stunned. It was noted that Minotaur, while rolling DMG saves every time he was successfully struck, COULD NOT become disabled from one strike. Cyclone and Inferno, while being "immune" to alot of damage were both more likely to bungle their DMG saves if any "Extras" came up ... Penetrating Attack, PBS, etc.

We figured this was an interesting aspect of Protection and kept playing. Cyclone and Inferno made a note to keep out of PBS range and watch for those Penetrating actions. Cosmopolitan, during all this, made himself a copy of Minotaur and set about destroying Rant and Rave in hand-to-hand and thrown tables. Rant and Rave burned a VP to collapse the building and we took a breather for a bit of Role Playing as the team flexed their Super Strength lifting capacities and Inferno buzzed around rescuing innocent bystanders. Generally a few minutes to enjoy ourselves in Four Color Supers Land.

I had built a few more villians to extend the adventure, building a couple Bricks and a PL 13 Sorceror. The bricks were high DMG save behemoths like Minotaur, a bit weaker on the attacks.

The team immediately got into it, with Cosmo borrowing Inferno's template for a while. They pinged away at the Brick for a total of 10 rounds before they could bring him down, as the lummox just sucked up hit after hit at +10 DMG. Finally, at 6 successful "Hits" and 18+ successfull attacks one Brick fell. Inferno and Cosmo were rather disgusted that so far Inferno had been, officially, Disabled after one successful hit and, designed for damage, still took 10 rounds of pounding away to bring down the beast with Rapid Shot. If it were a trade-off, he said, doing DAMAGE at range while being vulnerable to getting knocked down, it would have been one thing. Against an equal PL Brick, though, he couldn't do anything. Inferno's player felt distinctly that the only possible way to be effective was to, in essence, play Minotaur. High damage save, High strength-damage, bash and suck up rolls and toss the occassional car.

It's during the 15 rounds of sustained fire that I introduced the Sorceror. I had built a PL 13 NPC to see how badly even 3 PL higher could turn a combat, or if a team of PL 10s could handle him.

He destroyed, utterly, the entire team. Nothing but Minotaur's giant strength could penetrate his 13 point Force Field. With Flight, he could get out of reach easily. Minotaur's weakness was found in Mental Blast which, it turns out, totally crippled everyone else in the party. Each round I could whip off a 7 point Mental Blast and knock out a PC. I switched to Energy Blast and, at +13, burst the Protection "Bubble" on Cyclone and Inferno and rendered them both Disabled again. Minotaur took a few hits, but kept on coming. Inferno and Cyclone had nothing to add to the combat, anyway, as their +10 attacks had no hope of breaking the force field without Penetrating Attack. Even then, the Sorc's moderate Evasion-based Damage Save kept him making those DC 12 saves 70% of the time.

In the end, three of the four players at the table were actually ANGRY at the game. Minotaur's player was happy, and he was the one person most reluctant to play the game in the first place! Inferno and Cyclone felt, really, useless for anything other than taking out mooks, which Minotaur could do BETTER with Shockwave and thrown tables. The only character better than Minotaur, perhaps, was the Mimic, who spent most of the game as ... Little-Minotaur. Because none of the chosen Archetypes was a mentalist, the Sorc was able to decimate the entire party with one power.

Granted, alot of these problems were based on the challenges faced, but one truism seemed to hold constant for everyone: Why would you NOT spend AT LEAST 10 points on Amazing Save: Damage? (As a GM I know the answer is "Flavor") For the PCs it was just horribly obvious that, unless you maxed out that Damage Save, you were little more than a nuisance waiting to be destroyed. Cyclone's player, during the post-game discussion, spent his time pouring through the book to show me how "I Would Have Made The Character!" Which involved taking a Con of 20 and Flaw: Parapalegic to max his damage save and "totally get those 10 points, since I'm useless out of the suit anyway, why not be MORE useless for a free 10 points?" Totally defeating the purpose of the game, but I understood his frustration, really. In addition, why WOULDN'T somebody take 10 points and get Amazing Save: Will (where he was going to put the "free" 10 points). The best way to get around that sick DMG save is to hit them with the Mental Blast on Will, so take the Will save. Con 20 (which everybody would want) keeps the Fort save up and having a bad Ref save means you'll be taking full Damage saves from Area Attacks ... which you can easily soak with the giant Damage Save.

Without houserulling skills at 1:2 (which I'd do), nobody wants to "Waste" power points on skills. Skills become worse than useless, they become a liablilty. You end up basing everything off your Super Ability ... the science geek takes Super Int instead of skills because Skills are useless and Super Int pumps all of the Int skills ... so what if only Int skills are usefull, then, you can take wasted points from skills and put them into Amazing Save: Damage, add Device flaw and call it Life Support Super Gadget. As a power-house, why waste points on Skills when you can use them to take Amulet Of Mind Protection, or some other Amazing Save: Will item to keep from getting SLAUGHTERED by mental attacks?

What it came down to for everybody, I think, was too much All Or None. You either had a good Damage save, or you got Disabled after one successful hit. You had a good Mental save, or you got tatered by the first Mental Blast. At PL 10, which is +10, the D20 mechanic seems to start breaking down. You either HAVE the +10 or the +10 destroys you ... which, honestly, makes Sorcery the most useful power in the game. Stunt Mental Blast and Snare into your attack spells and boom ... a different shot every round, a different foe reduced to uselessness. HP/VP Area Attack into it for the occassional Speedster and you can destroy a party of heroes or villians in four rounds by playing upon the necessary weaknesses in their make-up. There's no "so-so" Will save. No "So-So" Damage save ... you make it or you get creamed. Unless you +5 EVERYTHING, but none of the Archetypes chosen seemed to go with that approach so none of the players got to see it in action.

In the end, I still really like the M&M system, but the All Or None style of the mechanics REALLY turned off my entire group, to the extent that I don't know if I'm ever going to get a chance to use the book again. I guess I really buggered the goat, but this was my first time running the system too and I REALLY didn't expect it to be so clear-cut. I thought characters would have weaknesses and strengths, but those tended to be DEVESTATING strengths and DEVESTATING weaknesses in actual play. There just don't seem to be enough variables to keep play interesting ... if you Middle Ground everything, you become useless to hit Max Save Guy and still get murdered by Max Attack Guy while Sorceror Guy has both ends of the spectrum and blows EVERYBODY away.

((That and if we ever played I'd immediately have to house-rule out M&Ms flaw system. Egad. After B&Vs, that "free" 10 points looks sort of silly.))

--fje
 

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Rant and Rave both could have simply used their disintegration to endanger civilian lives. Rave could have illusioned one of the other PCs as a bad guy while Obscuring herself and Rant (EDIT: the archetype heroes you mention have mostly low will saves, so it would work).

As long as Rave is not hit by area effect weapons she's hard to even hit with her high amazing save: reflex and Evasion.

I dunno. I think the problem is with the execution, not the system. Sorry.
 
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HeapThaumaturgist said:
Which version of the rules were you using? The 2nd printing rulebook with the errata put in, or the 1 printing version?

A brick is a brick, if they spend all their points on getting good at smashing things, then they are going to be good at smashing things and taking damage. The only thing a brick can take a brick head on is another brick. Other character types have to play to the Bricks weakness, or any other type of character's weakness for that matter. Bricks are great at soaking up damage, either with protection or super-con. But that doesn't mean much, what good is his protection when you hit him with a mental blast? How about when you hit him with mind control, or Stun, or illusion. Not saying you in particular, but a lot of new players get fixated on damage save and never think about the fact that a character has 3 other saves, 2 of which are almost definitely a lot lower, and if they spend the points on amazing save for all 4 saves, thats 40 pps they are not using elsewhere. Dazzle the brick and he isn't hitting anything, Paralyze him, heck, use Telekinesis to lift him off the ground and watch him swing his arms impotently.

Mutants and Masterminds is about thinking outside the box. The Extra Effort rules are great for heros having to improvise. Can't hit the speedster with your energy blast? Extra Effort to send off so many blasts that he can't possibly dodge (area), or in Cyclone's case from your game, Use extra effort to add the mental extra to one of your blasts, saying that your adjusting your blaster to excite the pain centers of the guy's brain.

Another thing that makes me curious about what you said. Amazing Save Damage is equivalent to Protection, with an extra that you don't have to roll if the attack is weaker then your ranks in amazing save. Lets go through an example:

Mister Blasto Has energy Blast +10 and the power attack feat; he Hits Mr. Forcefield, and Mr. Amazing save with a +15L energy Blast, lets see what happens:

Mr. Forcefield has Protection 10, he needs to save vs DC 20 Lethal Damage
30(15+15)-10(protection)= DC 20 Save, needs to roll a 20 to not be hurt

Mr. Amazing Save has amazing save Damage +10, he needs to save vs DC 30, but he gets a +10 bonus to his roll.
DC 30, with a +10 on the roll, needs to roll a 20 to not be hurt

Assuming equal Con Bonuses, neither character is better off in this situation. Against mooks, protection is better, but again, it costs more then amazing save damage, so it balances out since its basically paying powerpoints to never bomb a save against low powered attacks, regular amazing save still suffers that risk.

The last thing to mention is that the arch type characters are really put together to be weaker then they should be, they can moe down mooks but against equal powered and higher powered foes they fall apart.
 

Well, we did notice that the Archetypes were put together rather shoddily for what they'd be facing, in terms of combat. ... Other than Minotaur, that is.

The big difference comes in that the high DMG Save PC was designed FOR soaking those saves time after time. The archetypes with armor, however, were not. For the Brick, those DC 25 saves, at +15, are a 50/50 proposition, and the worst he can do is Disabled, but he'll burn a HP to reroll. The Protection PCs DEPEND on that Armor. +15 is greater than 1/2 of that roll. I.E. the majority of the "chance" involved for that PC is removed by the +15 adjustment largely dominating the roll. The ONLY 50/50 situaiton he meets is a DC 25 save, which is max power ranks at his PL (Blasts, etc).

For an Armor PC, the DMG Save, for Cyclone and Inferno, is +2. They depend on that armor stopping ALL attacks that hit home. Why? Because +2 is a far lower percentage of that d20 roll, making the ROLL far more important than for the DMG Save guy. For the Armor PC, things that force a Damage Save are often going to be that 1 point over +10 from PBS or, say, a super fist/feat, etc. The DCs are going to be 16+ for his ROLL. The average ROLL is 10. 10 + 2 = 12, which is less than 16. The average save that PC MAKES (not the average attack he encounters, mind you) he is going to fail.

Statistically and mathematically I'm sure this all works out fine and dandy. At the table what it turns into is: The first damage save of the game you make, you fail. The second, you fail. And you keep failing. Because having to make a damage save is BAD for that PC. Beyond mathmatics, it becomes a problem for the player, who feels ineffective ... like a "bubble". Once the bubble pops, the game is over. If you can broach the armor, at all, he'll more than likley fail his save.

On the surface, when I just looked at the system and when everybody looked at the characters, what we saw is what the rules presented: This character is a melee bruiser. This character is a ranged bruiser. This PC makes his DMG saves quite often, this PC makes fewer DMG saves overall. At the table what we saw was: Minotaur missed 2 of 10 damage saves, to little effect. Cyclone missed 2 of 3 damage saves, to disastrous effect. The player wasn't expecting that to happen.

This is how I see it: The sliding scale on damage is, really, very small. The difference between Hit and Stunned is 5 points. The difference between Hit and Disabled is 10 points. The bonuses being bandied about are +10-+15. The difference between Hit and Stunned disappears in 5 points. So that 3-5 point difference between Bruiser's Total Effective Save and Armor's Total Effective Save is, essentially, the difference between taking a hit and getting stunned and going down the next round. When you only make 3-4 saves in a game, getting stunned and/or disabled more often than not is ... disheartening.

If I'd have realized that was the case, did some more math with the numbers, I would have been better prepared for it, and could have prepared my players as well. As it was, they saw two characters that should be roughly equal at something in any other D20 game, and when it came down to dirty dice, one guy walked away while the other found himself face-planting in a Volkswagen, every time. Armor should have had more stunts ... mental blast or dazzle, etc ... to make himself more TACTICAL. As it was presented, really, Cyclone should fly about and BLAST things while Minotaur should walk about and PUNCH things ... when it came down to it, Cyclone was alot less good at what he was presented to be doing than Minotaur was.

--fje
 

Well, seeing as my only expierence with M&M is a non-houseruled (at least no intentional ones) first printing test run game with no eratta, I may not be the best person to talk. Howerver, I'm still going to throw in my two cents.

For the most part, I think the second push really just cut through the fun. Leaving things at the first set of antagonists would have given you a fairly satisfactory adventure with a few quirks.

Anyway, Bricks are fairly tough cookies to deal with in conventional matters, which, unfortunately, it seems like your party's solution to bricks is a lot like my group's solution. "Punching him in the head worked one out of five times? Keep punching. He'll go down eventually." Myself, I'd prefer it if they tried to, you know, utilize his weaknesses or something, rather than attacking him at his strong point, but they're players, and sometimes they do that.

My first reccomendation is to not max out your villians. If you do so, your characters will do so too. If you max out a higher PL opponent, he can be pretty much untouchable (as you already know). Also, avoid having more than one brick enemy at a time. If you don't have the resources to easily take a brick, more than one is a large amount of work. IF you do, then it's not much more than one. Keep them for packs of trouble.

Aside from that, find out how/what your unhappy players would like out of the game (mid-powered flying mooks with guns would be my guess) and how to get them to shine.

Ultimately, if they hit a wall, and looked for ways to get around it. And that's a good sign. What you need to do is find out how to play to the strengths of the remaining characters. And hook the players back in.


By the way, I thought penetrating attack was applied to damage saves as well.

Anyway, best of luck if you'd like to continue playing, and watch out for psychics decimating the party or intangibles being frusterating.
 

HeapThaumaturgist said:
This is how I see it: The sliding scale on damage is, really, very small. The difference between Hit and Stunned is 5 points. The difference between Hit and Disabled is 10 points. The bonuses being bandied about are +10-+15. The difference between Hit and Stunned disappears in 5 points. So that 3-5 point difference between Bruiser's Total Effective Save and Armor's Total Effective Save is, essentially, the difference between taking a hit and getting stunned and going down the next round. When you only make 3-4 saves in a game, getting stunned and/or disabled more often than not is ... disheartening.

Yeah, that's an example of how game mechanics can be balanced statistically and yet not lead to "fun balance" in play. The first time I ran an M&M game, I had two players with straight-from-the-book PL 10 characters (one used the Superman-style template, the other was a Battlesuit) and put them up against a rampaging PL 13 brick type. I wanted a long running battle, sort of "stop the Hulk before he wrecks the city" scenario, and I got it - but I was really surprised how fragile the two heroes were when hit with PL 13 attacks, they spent a lot of hero points to finally beat the bad guy. A small edge like having attacks three points more effective than the other guy's defenses has a huge effect on gameplay.

There are also differences in the way various powers mitigate damage, and I don't think the caps are properly thought out yet. M&M is still a young supers game, and nobody gets it all balanced the first time.

I really liked M&M when I first got it; I still like it, but I'm more aware of its strengths and weaknesses now. I find M&M is best suited to an occasional one-off game, where one person designs all the characters (and thus ensures they're all reasonably capable, and well-matched against the bad guys), and nobody is too attached to their hero so if one goes down in a heap at the first punch, everyone can laugh it off and move on to the next fight. The fast play means you can get a lot of action into an evening, and make sure everybody has a chance to shine, but the vagaries of the dice make it hard to portray a character consistently over multiple sessions. Even Protonik is occasionally going to roll a 1 on his damage save and get put down by a henchman, and that happens too often to really be enjoyable in a campaign.
 

HeapThaumaturgist said:
On the surface, when I just looked at the system and when everybody looked at the characters, what we saw is what the rules presented: This character is a melee bruiser. This character is a ranged bruiser. This PC makes his DMG saves quite often, this PC makes fewer DMG saves overall. At the table what we saw was: Minotaur missed 2 of 10 damage saves, to little effect. Cyclone missed 2 of 3 damage saves, to disastrous effect. The player wasn't expecting that to happen.
and he shouldn't. it appears Minotaur had incredibly excellent luck in rolling the dice and Cyclone had about average luck.

a Point Blank Shot attack from Rave is +11; a DC 26 damage save.

your Minotaur has a total damage save of +15; he needs to roll an 11 or better to be unaffected -- he's got a 50% chance of taking a hit or worse.

Cyclone has Armor +10 and a +2 damage save. the armor immediately reduces the damage save to DC 16; he needs to roll a 14 or better to be unaffected -- he's got a 65% chance of taking a hit or worse.

note that Cyclone's chances of taking a hit is 15% higher than Minotaur's -- exactly what you would expect since Minotaur's total damage save is +3 higher than Cyclone's. (each +1 on the d20 = 5%. )

if Minotaur had been rolling with the same average luck that Cyclone was, he should've failed 5 out of 10 damage saves, with at least 3 of those being a "stunned" result or worse.

note that for attacks greater than the opponent's level of Protection/Armor, there is no difference between Protection and Amazing Save (Damage). against a +11 attack, someone with Protection +10 and a +5 damage save has exactly the same chances of taking a hit or worse as someone with a +15 damage save. (they both have a 50% chance of the attack having no effect, a 20% chance of taking a stun hit, a 25% chance of being stunned, and a 5% chance of being KOed. so the difference in effects you are seeing are solely due to Cyclone having a Con of 14 and Minotaur a Con of 20; it's not due to Protection/Armor vs Amazing Save (Damage), like it appears you are arguing.)

and this isn't taking into account Hero Points. HP can be used to reroll a die roll (like a failed damage save) -- guaranteeing a minimum of 10 on the die. a 12 for Cyclone would only fail the save by 4, which is just a normal stun hit (-1 to future damage saves); he's not stunned or disabled by it. or, an HP can be used to increase your Defense by +5 for a round, making you harder to hit, or you can expend an HP to eliminate 5 stun hits, or to shake off the stunned condition, or get an immediate extra chance to recover from disabled or unconscious status. using Hero Points for these kinds of things dramatically changes the odds of being knocked out in combat.
 
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DMScott said:
I wanted a long running battle, sort of "stop the Hulk before he wrecks the city" scenario, and I got it - but I was really surprised how fragile the two heroes were when hit with PL 13 attacks, they spent a lot of hero points to finally beat the bad guy. A small edge like having attacks three points more effective than the other guy's defenses has a huge effect on gameplay.
spending Hero Points is a normal part of M&M and is an integral part of the combat system. one of the reasons why it is so easy to get stunned/KOed in M&M is because you can use HPs to negate it.

it shouldn't be surprising that they used a lot of Hero Points. i'd expect heroes to use every HP they have every session. if they end the session with HPs to spare, you were probably too easy on them...

I find M&M is best suited to an occasional one-off game, where one person designs all the characters (and thus ensures they're all reasonably capable, and well-matched against the bad guys)
i don't agree that M&M is best-suited only for one-offs. extended campaigns are quite possible and enjoyable. i do agree that the GM needs to make sure that the various heroes and villains are balanced against each other -- i don't think this means the GM needs to create all the PCs, but it does mean he needs to oversee their creation very carefully.

...and nobody is too attached to their hero so if one goes down in a heap at the first punch, everyone can laugh it off and move on to the next fight.
i've never seen any hero go "down in a heap at the first punch." why? Hero Points. if a hero goes down in one shot, it's because he wants to -- because his player refuses to spend a Hero Point to change the situation.
 

The problem isn't AS: D versus Protection. Essentially, both Cyclone and Minotaur have a +10 power bonus versus damage - it's applied at different times, but it works the same way. The real difference is in their other bonuses. Cyclone gets +1 or +2 from Con. A Powerhouse probably has +7 from Con and Toughness. Because of the higher Con and Toughness, anytime Cyclone would be Disabled/KO, Minotaur is stunned. Anytime Cyclone is stunned, Minotaur only takes a hit. That +5 stats/feats bonus is huge. Essentially, characters who want to play a major role in combat need a decent Con and perhaps toughness.

Note: Protection only completely blocks an attack if the damage is reduced BELOW zero. A character with PL 10 Protection needs to make a DC 15 damage save when hit by a +10 attack.

Another problem is that players should be spending HP to stay in the game - either by rerolling failed damage saves, or recovering from stun. If Cyclone spends an HP to reroll from an attack around +10, then he can't be disabled and his chance to negate the attack completely goes up. Those Hero points were built into the game for a reason.

Another useful trick is to go for non-damaging attacks. Dazzle and Snare can both hurt characters with crappy reflex saves. Most blaster types could probably find Dazzle an easy fit into their special effect.

Also, most of the archetype characters are worthless. Due to fewer ranged damage bonuses, most ranged attackers should probably have Power Attack for aimed shots. Otherwise, they're pretty worthless against a higher PL opponent (in terms of damage). All out Attack works well with Power Attack. [Actually, Cyclone and Inferno have Power Attack.] Many of the characters have terrible attack bonuses - Cyclone loses 4 attack versus Minotaur because his base stats suck. Depending on what kind of defenses the baddies have, that's a serious problem. Also, Cyclone does more damage in melee than at range, and has the same attack bonus. He's like a blaster/melee hybrid and suffers for it.

It's not that hard to make an effective blaster. You just have to look at the weaknesses and play to strenths. Rapid Shot is far more effective for blasters, since you don't have to move close range. All out attack is safer, since you're not in some guy's face. You can play the range game - most melee characters won't be able to hit the standard flying blaster except with thrown weapons. The crappy range increment for thrown weapons means that they'll miss you alot except in very tight spaces. Meanwhile, a power has a range increment of 10*PL - a blaster can probably shot from 80 ft away with no penalties. Area attacks are friendlier with ranged powers. And Rapid Shot+Area Attack is awesome - even if you miss, you still probably hit the target twice. Some characters might want to use autofire too. Full Effect is less painful on an EB than on superstrength. Then you probably want Power Attack so you can nail enemies with Protection at a higher PL, and possibly all out attack to go with it.

Characters should probably take some save feats and have a decent spread of attributes to avoid the dreaded +0 in secondary saves. Some Amazing Saves are also pretty helpful here - even a couple of points can make a difference, especially since you'll probably spend a HP on the important ones.

EDIT: Where I wanted an abbreviation for amazing save: damage, I got a smiley
 
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Hrm. I guess I missed the "Minimum 10" part of using an HP to ReRoll. That would make things work out even better.

Bumpy road. I suppose I'm more upset at myself for not understanding things as well as I should have. Comes with "knowing" d20, I suppose. I read "use to reroll" and probably stopped there, figuring the rest was exposition to explain for people that didn't get the concept.

And thus I didn't get the concept.

Bleh. In later conversation they've all asked me to create a group of characters for them. Hopefully I can make some interesting concepts.

--fje
 

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