[M&M] Combat and optional rules.

Psionicist

Explorer
Hi there!

I will soon GM my first M&M game and I'd like to know what optional combat rules you recommend for smoothest possible play? Being used to D&D 3e where you either hit or miss (attack vs AC) I think the systems seems a bit clumsy with all these rolls.

Any input appreciated.

And oh by the way, does unarmed attacks deal stun damage, lethal damage or both?
 

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In my experience with M&M, the rolls don't detract from anything. In fact, I may start using the defense roll in my other games. D20 + bonuses = target attack has to meet or exceed is pretty simple.
 

what exactly do you mean by "all these rolls?"

in D&D, to make an attack, i roll to hit, then i roll damage, and we're done.

in M&M, to make an attack, i roll to hit, then the target's makes a damage save, and we're done.

it doesn't increase the amount of rolls at all -- it just changes who rolls the second die.

edit: as far as i remember, unarmed attacks always deal stun damage unless: a) you've bought the Natural Weapon power (and then you aren't arguably unarmed anymore...) or b) you have Super Strength and bought the Lethal extra. there may be other ways of making unarmed lethal but i can't remember off the top of my head.
 
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There's also the Strike power. As far as pretty fun variant rules, you might try the Knockback rules in the book, assuming you're running a standard four-color style game.
 

MnM combat is actually incredibly fast, even if you added one or two more die rolls it is still faster than DnD or any other game that I have played. Play the game as written then tweak the hell out of it based on your experiences with the system. This means no combat tweaks, no damage tweaks, no skill tweaks. See how it works, then tweak to get the feel you want. MnM is one of the most streamlined games made... you won't notice the system much when you get to playing, it really fades into the background.

Jason
 

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