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M&M stacking powers
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<blockquote data-quote="Acid_crash" data-source="post: 1967231" data-attributes="member: 16278"><p>LOL that is a cool PL 1 character. </p><p></p><p>I guess I just see the abuses more in MnM than in HERO and the possibilities, but that's me. I think it's the whole metagame before the game in making the characters that bothers me about the game. I still enjoy it, but I don't find it as fun as others. </p><p></p><p>I think the reason, for HERO at least, is that the Active Point caps used are during character creation only, to make sure that no character is that superbly advanced over the others...but when the game has been played a while, and characters gain xp and use them to modify or add new powers, they are not limited by a PL that MnM characters are. That's how my games in the past have gone. In HERO (and SAS Tri-stat of course, not d20), I do not have to wait to achieve 15 xp before raising the limits, I could just do it. In MnM, I do have to wait for that 15 xp to raise my PL from 10 to 11 and then my limits are increased. </p><p></p><p>I don't know if that makes sense but that's how it seems to me. I know its a game balance reason, but sometimes it just makes sense for a PL 10 person to have a powerful magic weapon that is a Strike (sword) +15 because of it's powerful magical properties, but to say that the character can only use +10 of the +15 because of the PL, well, that's kind of bogus. And I know the workaround would be that the character could set it to a +10 Strike and each PL increase it by +1 till he's PL 15, then he has learned the full powers of it...but both can work. I know the game balance reasons behind the stacking limits, and use them because of the possible power abuse, but I think that sometimes they are too focused and sometimes limiting.</p></blockquote><p></p>
[QUOTE="Acid_crash, post: 1967231, member: 16278"] LOL that is a cool PL 1 character. I guess I just see the abuses more in MnM than in HERO and the possibilities, but that's me. I think it's the whole metagame before the game in making the characters that bothers me about the game. I still enjoy it, but I don't find it as fun as others. I think the reason, for HERO at least, is that the Active Point caps used are during character creation only, to make sure that no character is that superbly advanced over the others...but when the game has been played a while, and characters gain xp and use them to modify or add new powers, they are not limited by a PL that MnM characters are. That's how my games in the past have gone. In HERO (and SAS Tri-stat of course, not d20), I do not have to wait to achieve 15 xp before raising the limits, I could just do it. In MnM, I do have to wait for that 15 xp to raise my PL from 10 to 11 and then my limits are increased. I don't know if that makes sense but that's how it seems to me. I know its a game balance reason, but sometimes it just makes sense for a PL 10 person to have a powerful magic weapon that is a Strike (sword) +15 because of it's powerful magical properties, but to say that the character can only use +10 of the +15 because of the PL, well, that's kind of bogus. And I know the workaround would be that the character could set it to a +10 Strike and each PL increase it by +1 till he's PL 15, then he has learned the full powers of it...but both can work. I know the game balance reasons behind the stacking limits, and use them because of the possible power abuse, but I think that sometimes they are too focused and sometimes limiting. [/QUOTE]
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