Mutants and Masterminds Second Edition

...(meaning he might be some sort of "idiot savant" at combat or blessed with fool's luck, not unlike Groo the Wanderer).

Groo is no klutz! *slice!*

(Groo is a Mendicant. He has heard Sage say it many times, so it must be true.)
 

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Kenson said:
Yes, because giving them the same defense bonus implies that the Dex 7 character has considerably more training, skill, luck, or whatever else is needed to be a good combatant, even thought he's something of a klutz in everyday life (meaning he might be some sort of "idiot savant" at combat or blessed with fool's luck, not unlike Groo the Wanderer)
It's not much different from a d20 game that uses class-based defense bonuses, really. Or even plain ol' D&D. Experience (levels or points) has an impact.
 

Kenson said:
Good thing, because that's exactly how M&M 2e abilities look, as future design journals will hopefully clarify.

VERY cool and VERY happy... I am hoping this also means that you do NOT have to buy your attribute up to a 20 before you can buy Super-Attributes. I don't MIND if offical characters are written up that way SOOO long as I can create my own as STR 12/30 or whatever I want to write it out... I just picky at times, but only cause I REALLY REALLY love the M&M system :D
 

The Skill point change I think is partially based on having to listen to people B---c about the skill point costs and wanting 2 fer 1 or 3 fer 1 and the 4 fer 1 is great because I actually took the time to do the math over on rpg.net in a thread a few months ago and broke down skills vs. superatts and the two "fixes" everyone was using and MATHEMATICALLY, even with THOSE fixes in place that superatts was STILL the way to go with skill based characters because the cost was still cheaper in most cases!!!!! I concluded that the only real "fix" would be 4 for 1 and here it is...

Jason
 

I do like the skill point change. We always use 1:3 in our campaigns, since even our more Silver Age-ish characters tend to have quite a fair amount of skills. In the game I'm running, people started at PL10 but in general most powers were capped at PL8 to make room for more skills and feats.
 

Karl Green said:
VERY cool and VERY happy... I am hoping this also means that you do NOT have to buy your attribute up to a 20 before you can buy Super-Attributes.
It does. You can put the normal/enhanced split at any point you want, so you can have characters with abilities of 30 (10), 50 (22), 20 (13), or even just plain ol' 16 and 28 (to name a few).
 

One last question if you could Steve :) (happy B-Day BTW)...

Gadgets - are they going to be like the GGtG rule now? So if I have 10 levels of Gadgets (or Equipment or whatever it is called) will that mean I have 20 pp to 'spend' on powers as it were?

The only reason I am a bit concerned about this is that players with this power will be wasting time whenever they change the Gadget pool around to something else (instead of paying attention to what is going or, or enjoying what the other players do, etc). I have played a lot of HERO/Champions back in the day, and Variable Power Pool was a great idea on paper BUT unless the hero had all of the ways he could use the power spelled out before hand, he would waste A LOT of time in-between phases putting together what they wanted. I know 1st ed Gadgets is not perfect BUT it was fast and easy - "I need a Batcable, I get Swing this round" etc. You can still do that BUT I can see players also going "Lets see I need a Batcable this round, but only 20ft, so I still have this many points so I will also purchase this and that... hmm still some points left over"

NOW that is only from the Character Write-up I saw over on M&M boards and I could easily just drop that power and use the old version. Just wondering...
 

Karl Green said:
One last question if you could Steve :) (happy B-Day BTW)...

Gadgets - are they going to be like the GGtG rule now? So if I have 10 levels of Gadgets (or Equipment or whatever it is called) will that mean I have 20 pp to 'spend' on powers as it were?

The only reason I am a bit concerned about this is that players with this power will be wasting time whenever they change the Gadget pool around to something else (instead of paying attention to what is going or, or enjoying what the other players do, etc). I have played a lot of HERO/Champions back in the day, and Variable Power Pool was a great idea on paper BUT unless the hero had all of the ways he could use the power spelled out before hand, he would waste A LOT of time in-between phases putting together what they wanted. I know 1st ed Gadgets is not perfect BUT it was fast and easy - "I need a Batcable, I get Swing this round" etc. You can still do that BUT I can see players also going "Lets see I need a Batcable this round, but only 20ft, so I still have this many points so I will also purchase this and that... hmm still some points left over"

NOW that is only from the Character Write-up I saw over on M&M boards and I could easily just drop that power and use the old version. Just wondering...
One thing to remember is that constructing a power in MnM is far easier and faster than Hero. There is no "Multiply for Active points, divide to find Real Cost". You simply figure out the price per rank, buy the ranks, and then add on the cost of any stunts. Done.
 

Samurai said:
One thing to remember is that constructing a power in MnM is far easier and faster than Hero. There is no "Multiply for Active points, divide to find Real Cost". You simply figure out the price per rank, buy the ranks, and then add on the cost of any stunts. Done.

Sure BUT even in a system like M&M there are people who 'over-think' stuff or worry about every little point. To them it is not going to be 'spend points=done" it going to be 'look through the book for a while figuring out how to spend all my points'.
SURE if it was me, I would do it in 5 minutes max but that is the way my brain works... not everyone is like me and if you give them to many choices... well.
I suppose I could just house-rule it back to the way I want
 

Hi Karl!

Sorry to go off topic here, I'll put this in spoilers, so highlight for the info.

I was wondering if you mind me re-launching your Bughunters campaign that was being run here. I would probably use most of your work with few modifications. What do you think? Edit: I miss your presence here, man. Glad to see you back around even if only for some questions.
 

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