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M&M: World's Greatest Fantasy RPG?
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<blockquote data-quote="Voneth" data-source="post: 501820" data-attributes="member: 1016"><p>I was thinking of starting out a group using a 5th level "Hero class." Start with using the AC system instead of Defense ...</p><p></p><p>Roll up attributes </p><p>BAB +3 </p><p>Fort, Ref, Will Save +1 </p><p></p><p>40 PP if you are making up a human </p><p>30 PP if you chose a demirace </p><p></p><p>For the sake of keeping MNM closer to DND, I was just going to port over the fantasy race bonuses as is since they are basicly a zero sum game. The 10 point deficit I enforce is acutally predicated on the idea that a human should get more feats and skills with those extra 10 points. </p><p></p><p>Would the characters all be equal point cost, problably not, but they should be within a few points of each other and since this is a homebrew, it's no big deal and I planned to see if I needed to make changes later.</p><p></p><p>I have also fiddled with the idea of porting over MNM's Damage Save mechanic with the assumption that if one wanted to bring this mechanic into d20 (especialy those d20 rule versions that already have a Defense score- such as most of WotC's stuff), I would guess that you could use your class' Fort Save as the basis for a Damage Save for the class. </p><p></p><p>Some people would want to add an additonal bonus on the Damage Save based on the hit dice of a class. Based on the idea that an average die roll is half the max +.5, I'd make this suggestion: </p><p></p><p>d4=-1 </p><p>d6=0 </p><p>d8=+1 </p><p>d10=+2 </p><p></p><p>In this case, a base Fort Save of less than 0 = 0, until the base save levels up to cancel the negatives, then follow the pattern established by the extra 0s.</p><p></p><p>Of course this isn't playtested, nor have I actualy compared Fort Saves to Hit Dice to see if this is needed, but this is where I would start.</p></blockquote><p></p>
[QUOTE="Voneth, post: 501820, member: 1016"] I was thinking of starting out a group using a 5th level "Hero class." Start with using the AC system instead of Defense ... Roll up attributes BAB +3 Fort, Ref, Will Save +1 40 PP if you are making up a human 30 PP if you chose a demirace For the sake of keeping MNM closer to DND, I was just going to port over the fantasy race bonuses as is since they are basicly a zero sum game. The 10 point deficit I enforce is acutally predicated on the idea that a human should get more feats and skills with those extra 10 points. Would the characters all be equal point cost, problably not, but they should be within a few points of each other and since this is a homebrew, it's no big deal and I planned to see if I needed to make changes later. I have also fiddled with the idea of porting over MNM's Damage Save mechanic with the assumption that if one wanted to bring this mechanic into d20 (especialy those d20 rule versions that already have a Defense score- such as most of WotC's stuff), I would guess that you could use your class' Fort Save as the basis for a Damage Save for the class. Some people would want to add an additonal bonus on the Damage Save based on the hit dice of a class. Based on the idea that an average die roll is half the max +.5, I'd make this suggestion: d4=-1 d6=0 d8=+1 d10=+2 In this case, a base Fort Save of less than 0 = 0, until the base save levels up to cancel the negatives, then follow the pattern established by the extra 0s. Of course this isn't playtested, nor have I actualy compared Fort Saves to Hit Dice to see if this is needed, but this is where I would start. [/QUOTE]
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