Medieval Mutants and Masterminds

DanMcS

Explorer
1602 and League of Extraordinary Gentlemen, ahoy.

Anybody run anything like this with MnM rules? I rather want to, and my game group is up for it. How can/should I tweak the rules?

The first thing I'm thinking is hps instead of damage save. 1d6 hps for every level, amazing save- damage and super-con provide bonus hps.

Protection works as DR; it provides DR equal to the power level, and subdual conversion of the same. Do this for armor, too. So protection +5 would provide DR 5/- and convert an additional 5 points of regular damage into subdual.

Shields could probably just act like a device for deflection; a large shield could be deflection +5. Seems underpowered a bit, though I guess it's a 1-point power with the flaw, instead of a 2-point power, so they get the price break.

Allow skill points per level equal to your int bonus, including super-int. Super int should probably be bumped up a point in cost to account for this. Then leave additional skill points at 1 pp/rank.

Strike, super-strength, et al act like a +1 bonus to damage. So someone attacking with a longsword, str 20, and super-strength +5 would do 1d8+10 damage.

Allow super-stats and super-skills to be bought freely, but put some kind of limit on flashy powers. Maybe do like the original x-men concept, each person has one power. You could do it pointwise by saying they're allowed no more than 1 power of 4 or 5 points/level max.

So a paladin-themed character might have his power as "Holy Aura", call it energy-blast (positive energy), extras area and healing, so he ends up with a 5 point/rank power which can be used to energy blast an area, damaging things vulnerable to positive energy, and he can also touch things and heal them.

Damage: energy blasting effects are a bit too powerful for this kind of game, in my view. Probably make it a max damage dice of 2d6 at power level 2, as a ranged attack or a bonus to weapon damage; additional power levels provide +1 damage to energy blasts, or +1d6 for things specially vulnerable to that kind of energy. Energy blast- fire (rank 10) would do 2d6+8 damage as a ranged attack, or let you wreath your sword in fire for +2d6 damage, or do 10d6 versus fire-vulnerable creatures.
 

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Featwise: Everybody gets simple weapons. Use 3.5ish feats, like Two-Weapon instead of 2wpn+ambidex. Another feat buys you martial weapon proficiency like a fighter. Each exotic weapon is a feat cost, too.

Armor should probably require proficiency feats. +1 or +2 is light, +3 or +4 is medium, +5 or +6 is heavy, anything bigger requires an exotic armor feat. The armor check penalty should be (armor bonus)-2 or so, and max dex is 10-(armor bonus). Protection doesn't require the feats, and doesn't have the , but costs more power points.

I'm fuzzy on how to apply Evasion as it is in MnM. In there, it basically lets you use your reflex save to avoid damage. The equivalent in a hp system is, well, hps. Maybe split MnM evasion up into regular D&D evasion and improved evasion, with prereqs like int 15 or something, and then have there be another feat, call it, um, damage avoidance or something, that lets you use your dex+superdex instead of con+supercon for hit points/level. That might be hard in practice, since MnM doesn't let you use "evasion" when you're flatfooted or something, so you would end up with wierdness like characters having different hit point totals depending on the situation.

It should probably work some other way. Let them make a reflex save, DC 15+damage dealt, to take half damage from a physical attack. Then there'd be an advanced one that works like (D&D)improved evasion, for physical attacks. Or create a new type of DR, damage avoidance, which is equal to dex bonus + superdex, and applies before DR. I don't know, this is hard to eyeball with hps, and the "Option: hit point damage system" in the MnM book is less than comprehensive for little details like this, which is a shame, because "spider-man dodges attacks" versus "the hulk takes it on the chin and doesn't care" is an important staple of the supers genre.
 


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