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M&M: Every stat is a dump stat?
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<blockquote data-quote="Terramotus" data-source="post: 3904827" data-attributes="member: 7220"><p>So, my GM is thinking of running a superhero game, with an eye towards Mutants and Masterminds since we know D20. </p><p></p><p>But after reading through the book, I can make no sense of the neutering they've done to stats. It boggles my mind. My reading of the system is that, to make efficient use of my points for a character who is a melee combatant, I want to have as low a score in all of my stats as my GM will allow me to take, unless I want to be a skill monkey also (and even then, it's questionable). I think they have achieved the stated goal in the sidebar of equalizing the stats - every stat is now a dump stat!</p><p></p><p>All of the saves are cheaper to buy at 1 point per +1 than the stats are than the relevant ability score, so I don't need stats unless I want to be super good at one type of save. It only makes sense to put any points into a stat for skills if you want more than 4 skills for a given stat, since it's the same to put one point into the appropriate save and 1 point for 4 skill points as it is to put the two points into a stat for the effective +1.</p><p></p><p>I can't imagine many dex or con checks that aren't included in the skill checks, so it seems like the only limits are how ludicrous a character your GM will let you build! I can see putting decent points into Int, and Wisdom for the purpose of not having to deal with the issues of my character not being smart enough to make the decisions I'm making for him, but that's about it.</p><p></p><p>My GM kind of likes it, because it lets you make characters that are effective without being physically amazing, implying other sources of power. But I don't want to deal with the metaphysical questions of how much of my toughness is physical and how much is mental toughness in my RPGs, and I see no need to model this in a superhero RPG, of all things. IMO, given a hypothetical Superman character built to the best the system is capable, someone with no superpowers and a Dex of 4 should never be able to dodge a punch from him. Not unless he roll a 20 and Superman rolls a 1. But under this system someone with no Powers and a Dex of 4 could easily pull this off if the point total were the same.</p><p></p><p>For the life of me, I really can't see why stats weren't removed completely from this system. Or am I missing something major? Barring that, does anyone know know any good house rules that either remove the stats or impose minimums on stats for given attack, defense, and save bonuses? Heh, or maybe just suggest a better superhero system.</p><p></p><p>And by the way, don't get me wrong - I'm not all about the munchkinism over here. I would just rather not have to be constantly guessing at how many points I have to waste in stats just to make sure that my character makes some semblance of sense.</p></blockquote><p></p>
[QUOTE="Terramotus, post: 3904827, member: 7220"] So, my GM is thinking of running a superhero game, with an eye towards Mutants and Masterminds since we know D20. But after reading through the book, I can make no sense of the neutering they've done to stats. It boggles my mind. My reading of the system is that, to make efficient use of my points for a character who is a melee combatant, I want to have as low a score in all of my stats as my GM will allow me to take, unless I want to be a skill monkey also (and even then, it's questionable). I think they have achieved the stated goal in the sidebar of equalizing the stats - every stat is now a dump stat! All of the saves are cheaper to buy at 1 point per +1 than the stats are than the relevant ability score, so I don't need stats unless I want to be super good at one type of save. It only makes sense to put any points into a stat for skills if you want more than 4 skills for a given stat, since it's the same to put one point into the appropriate save and 1 point for 4 skill points as it is to put the two points into a stat for the effective +1. I can't imagine many dex or con checks that aren't included in the skill checks, so it seems like the only limits are how ludicrous a character your GM will let you build! I can see putting decent points into Int, and Wisdom for the purpose of not having to deal with the issues of my character not being smart enough to make the decisions I'm making for him, but that's about it. My GM kind of likes it, because it lets you make characters that are effective without being physically amazing, implying other sources of power. But I don't want to deal with the metaphysical questions of how much of my toughness is physical and how much is mental toughness in my RPGs, and I see no need to model this in a superhero RPG, of all things. IMO, given a hypothetical Superman character built to the best the system is capable, someone with no superpowers and a Dex of 4 should never be able to dodge a punch from him. Not unless he roll a 20 and Superman rolls a 1. But under this system someone with no Powers and a Dex of 4 could easily pull this off if the point total were the same. For the life of me, I really can't see why stats weren't removed completely from this system. Or am I missing something major? Barring that, does anyone know know any good house rules that either remove the stats or impose minimums on stats for given attack, defense, and save bonuses? Heh, or maybe just suggest a better superhero system. And by the way, don't get me wrong - I'm not all about the munchkinism over here. I would just rather not have to be constantly guessing at how many points I have to waste in stats just to make sure that my character makes some semblance of sense. [/QUOTE]
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