pawsplay
Hero
You just can't mechanically balance non-combat aspects of the game without sucking the life out of the genre.
Nonsense.
You just can't mechanically balance non-combat aspects of the game without sucking the life out of the genre.
"Now that we have the disk, where should we hide it?"
"I know! I'll run to Anchorage, Alaska, and put it in a safety deposit box. Then I'll run to Paris, France as a distraction."
It's great, Golden Age stuff. And WAY over-the-top for a PL 10 campaign, in which the other PCs might be a poor man's Batman and a blaster not notably more deadly than a guy with a machinegun.
I thought the poor man's batman level was PL 5.
I ran a game in which one player was the Costumed Adventurer. Poor man's Batman (even with feats, heh). She had trouble with three thugs with SMGs.
Did you know [...]
What kind of thugs were they? Were the GM's dice on fire? Must not have been the standard archetypes from the book -- those PL 2-3 minion thugs are no match for the costumed adventurer.
This had to have been a very inexperienced player, or the unluckiest player ever. "Under fire for three rounds"? The Costumed Adventurer can Take 10 on Stealth for a 24, has Sneak Attack ("Surprise Attack" is a typo), hits the PL 2 Thug on anything higher than a 3 (using Power Attack 5), knocks him out if the save is 12 or less (stuns on anything but a natural 20), can spend a Hero Point to Split Attack and possibly take out more than one in a round, and never mind things like Startle and disarming.Regular Thugs (PL 2) with submachine guns instead of pistols. It requires a good roll to hit the Costumed Adventurer, but after being under fire for three rounds, the Costumed Adventurer got winged.
Were they radioactive crepes, trying to take over the world? If not, so what? Does the Speedster get tired of his teammates sending him for take-out?What stings is that the Costumed Adventurer has no car. Meanwhile, the Speedster is having crepes in Paris.
Under fire for three rounds"? The Costumed Adventurer can Take 10 on Stealth for a 24, has Sneak Attack ("Surprise Attack" is a typo), hits the PL 2 Thug on anything higher than a 3 (using Power Attack 5), knocks him out if the save is 12 or less (stuns on anything but a natural 20), can spend a Hero Point to Split Attack and possibly take out more than one in a round, and never mind things like Startle and disarming.
Your starting (or base level) Determination is based on how many powers you have. More powers equals less starting Determination. Know why Caped Crusaders and Star-Spangled Patriots are viable heroes? They’ve got more Determination than everyone else…
In my experience this just shouldn't be so. I did read up a bunch on the M&M forums and pointed out a lot of little "tricks" to the players, but I didn't feel like it was anything more than what we where doing with D&D at the time. But the PCs really weren't challenged in combat by anything that was more than 2 PL below them.I ran a game in which one player was the Costumed Adventurer. Poor man's Batman (even with feats, heh). She had trouble with three thugs with SMGs.