[M&M] Throwing Mastery Query


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Well... it is a bit unclear BUT over on the GR boards SteveK has said that it should only be normal DEX bonus. Otherwise it is SUPER-cheap and powerful (sure your range increment blows BUT you can do way to much damage)
 

Super-strength increases damage, super-Dex should increase your accuracy which is what is actually doing damage, the accuracy of where it hits.

What do you mean it would be doing too much damage? It would be equivalent to someone with a high strength and super-strength punching you. I am confused as to why ranged powers do less damage then melee ones automatically. If you get to add your regular strength to melee hits, then you should get to add your dex for ranged attacks.
 

Whoops. Having actually checked the feat in question, I've realised that I think I'm wrong. It says that your Dex modifier adds to your damage with thrown weapons, and thus without having access to errata at this time, I would say that yes, Super-Dex does add to damage in this case.
 

Tallarn said:
Whoops. Having actually checked the feat in question, I've realised that I think I'm wrong. It says that your Dex modifier adds to your damage with thrown weapons, and thus without having access to errata at this time, I would say that yes, Super-Dex does add to damage in this case.

That's my line of thinking as well. I don't see anything in the errata or the FAQ that either confirms or denies my thinking. But, this post led to me think a bit more "analytically" about the question in terms of game mechanics:

Originally posted by Sen Udo Mal
Well... it is a bit unclear BUT over on the GR boards SteveK has said that it should only be normal DEX bonus. Otherwise it is SUPER-cheap and powerful (sure your range increment blows BUT you can do way to much damage)

Do you have a link for GR message(s) that address this. I'd be curious to read them.

Super-Dex and Super-Str have the same pp cost. Super-Dex increases:

1. Defense as a dodge bonus
2. Reflex SVs
3. Dex checks, including Initiative

Super-Str increases:

1. Damage
2. Str checks
3. Increases carrying capacity

So, that's three categories of things increased per power, plus 1 for being a power, to yield the 4 pp per rank cost. Does that make sense? If so, viewed this way, Super-Dex doesn't increase damage because a damage increase isn't factored into the pp cost.

But, if that is the case, what would be wrong with taking an Extra that, when combined with Throwing Mastery, did increase damage? This would, of course, bump Super-Dex's cost to 5 pp.
 

Super-Dex adds to your Dex bonus. Throwing mastery uses your Dex bonus. You therefore use your Super-Dex in calculating damage.
 

Uh, no. Super Dexterity does not decrease the damage dealt by Throwing Master. There's a problem with balance, and a problem with the rules.

The problem would be that by buying Super Dexterity, you're increasing your AC, several very good skills, your reflex save (and damage save with evasion) and your initiative. For the price of one feat, you can increase damage dealt with ranged attacks as well. With Super Dex +10 and a 20 Dex, you could do more damage with ranged attacks than anyone else in the game. You dramatically increase the power of Super Dexterity by having Throwing Mastery include it in its damage.

Further, Super Dexterity DOES NOT increase your dexterity bonus. Rather, it increases your AC, Reflex saves, and Dexterity checks. Nothing about increasing the actual bonus. You can verify this at mutantsandmasterminds.com to check for yourself under the revised hero and villain archetypes. Protonik has Super Strength +10; however, his Str modifier is only +4 because of his 18 Str.
 

House Rule 0 = Throwing Mastery

Option #1

Replace: ", with base damage equal to your Dexterity bonus."
With: ". When you take the attack or full attack actions, you can take a penalty of as much as -5 on your attack roll and add the same number (up to +5) to your thrown weapon damage."

Reasoning: This option brings the Feat more in line with Expertise and accurate attack. It is slightly more usefull than those feats, but has a slightly higher prerequisite. You could even raise the Req.: Dex +17 (Thats' what I would do!)

Option #2
Add: The maximum base weapon damage of any thrown weapons can NEVER exceed the thrown objects' hardness.

Reasoning: This may require more work, since you will need to assign hardness ratings to everything the person picks-up, so I would not recomend it. However, it does reduce (but not eliminate) the abuse of the power.

I would recomend Option#1 with the higher 17+ Dex Prereq.
 

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