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MnM Damage Save Fiddling
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<blockquote data-quote="whydirt" data-source="post: 2125649" data-attributes="member: 3275"><p>Your alternative is mechanically fair, but I feel like it would drag combat out. If this is what you want, then by all means go for it. Players are still likely to save at least a couple HP for poor damage save rolls. Personally I like my combats to by short and exciting, not so that there's less combat, but so that I can go through combat to get to even more combat! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The 25% for each damage category is intentional and mirrors comic book action rather well in my opinion. You're worried about situations where Heroes run out of Hero Points, but I don't see how this is a problem. Heroes <em>should</em> be worried when they're almost down and out. Those Heroes who want to fiddle more often with dramatic editing and extra effort can take the feat that grants extra HP.</p><p></p><p>Finally, I might look into some of the alternative Hero Point rules in MnM Annual #1, where characters can regain HP when they're KO'd by opponents or voluntarily accept a roll of a 1 on a save. This is supposed to emulate comics where the Heroes suffers initial setbacks but use the experience to triumph in the end.</p><p></p><p>edit: I forgot that there are alternate damage systems in the Annual as well. One suggestion in the book is to offer 1-hit insurance, where the first hit against any non-mook character can only result in a "hit" result at max, any stun or KO is treated as a basic hit.</p><p></p><p>Best of luck to you, regardless of what way you go.</p></blockquote><p></p>
[QUOTE="whydirt, post: 2125649, member: 3275"] Your alternative is mechanically fair, but I feel like it would drag combat out. If this is what you want, then by all means go for it. Players are still likely to save at least a couple HP for poor damage save rolls. Personally I like my combats to by short and exciting, not so that there's less combat, but so that I can go through combat to get to even more combat! :) The 25% for each damage category is intentional and mirrors comic book action rather well in my opinion. You're worried about situations where Heroes run out of Hero Points, but I don't see how this is a problem. Heroes [i]should[/i] be worried when they're almost down and out. Those Heroes who want to fiddle more often with dramatic editing and extra effort can take the feat that grants extra HP. Finally, I might look into some of the alternative Hero Point rules in MnM Annual #1, where characters can regain HP when they're KO'd by opponents or voluntarily accept a roll of a 1 on a save. This is supposed to emulate comics where the Heroes suffers initial setbacks but use the experience to triumph in the end. edit: I forgot that there are alternate damage systems in the Annual as well. One suggestion in the book is to offer 1-hit insurance, where the first hit against any non-mook character can only result in a "hit" result at max, any stun or KO is treated as a basic hit. Best of luck to you, regardless of what way you go. [/QUOTE]
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