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<blockquote data-quote="DanMcS" data-source="post: 1452170" data-attributes="member: 6530"><p>1602 and League of Extraordinary Gentlemen, ahoy.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1452170, member: 6530"] 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. [/QUOTE]
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