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[Mutants & Masterminds] Buildings: Collapsing and Damage
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<blockquote data-quote="takyris" data-source="post: 2439726" data-attributes="member: 5171"><p>First off, sounds like a fun idea!</p><p></p><p>Second, I'd suggest handling this with care. The optional rule about knockback specifically says that getting blasted through a building is just part of the damage you received from the hit, not additional damage. This isn't exactly what you're proposing to do here, but the theme is somewhat similar, and M&M gets ugly fast when you have multiple damage vectors from a single attack (or character per round, really). </p><p></p><p>If you do this, you also risk ticking off a player who spent a lot of points to get a big area-of-effect attack -- since as soon as Disintegration Boy sees that his attacks are making buildings fall down, he's going to use it to knock down buildings onto people and such. Blasto the Blasting Blaster, who actually BOUGHT "Area", is going to find that annoying, since Disintegration Boy didn't pay any points for what amounts to an Area attack.</p><p></p><p>So, with that in mind, here's how I'd handle it:</p><p></p><p>1) Accidental: Make the building an object and give it a bunch of hardness. When DB's disintegration (and/or other attacks) either destroys the building or takes it to 0 hardness, the building collapses, and anyone within, I don't know, 100 feet for a small (3-4 story) building or 100 yards or more for a big (skyscraper) building is hit by an attack. I'd probably go with something high but not crazy -- +15L and a linked snare attack (with anyone failing considered to be pinned by rubble). I don't have the book with me, so I don't know whether Snare is affected by creature size, but I dimly recall that it was, so a massive creature can probably get out of the snare after a few moments, shaking off rubble and getting back to its feet</p><p></p><p>2) Deliberate: If a hero wants to do this on purpose, and doesn't have an area extra on his attacks, I would either make him spend a hero point or have unintended consequences. Unintended consequences include the building falling over and not collapsing down, knocking over another building and hurting the hero's ally, or having the building collapse a gas main and set off an explosion that catches the player in it. Something that clearly says "You don't want to do this unless you spend a hero point. It's not a good idea."</p><p></p><p>As for the bystanders, that's up to you and your campaign. My players don't like playing gritty, so I tend to play with the understanding that unless I put NPCs on the table, the buildings are deserted -- it's night, they're vacant and waiting to be rented out, whatever. I don't want my guys to have to worry too much, and I try to clearly tell them when there's an innocent bystander -- usually kids in a school bus or something about that absurd.</p></blockquote><p></p>
[QUOTE="takyris, post: 2439726, member: 5171"] First off, sounds like a fun idea! Second, I'd suggest handling this with care. The optional rule about knockback specifically says that getting blasted through a building is just part of the damage you received from the hit, not additional damage. This isn't exactly what you're proposing to do here, but the theme is somewhat similar, and M&M gets ugly fast when you have multiple damage vectors from a single attack (or character per round, really). If you do this, you also risk ticking off a player who spent a lot of points to get a big area-of-effect attack -- since as soon as Disintegration Boy sees that his attacks are making buildings fall down, he's going to use it to knock down buildings onto people and such. Blasto the Blasting Blaster, who actually BOUGHT "Area", is going to find that annoying, since Disintegration Boy didn't pay any points for what amounts to an Area attack. So, with that in mind, here's how I'd handle it: 1) Accidental: Make the building an object and give it a bunch of hardness. When DB's disintegration (and/or other attacks) either destroys the building or takes it to 0 hardness, the building collapses, and anyone within, I don't know, 100 feet for a small (3-4 story) building or 100 yards or more for a big (skyscraper) building is hit by an attack. I'd probably go with something high but not crazy -- +15L and a linked snare attack (with anyone failing considered to be pinned by rubble). I don't have the book with me, so I don't know whether Snare is affected by creature size, but I dimly recall that it was, so a massive creature can probably get out of the snare after a few moments, shaking off rubble and getting back to its feet 2) Deliberate: If a hero wants to do this on purpose, and doesn't have an area extra on his attacks, I would either make him spend a hero point or have unintended consequences. Unintended consequences include the building falling over and not collapsing down, knocking over another building and hurting the hero's ally, or having the building collapse a gas main and set off an explosion that catches the player in it. Something that clearly says "You don't want to do this unless you spend a hero point. It's not a good idea." As for the bystanders, that's up to you and your campaign. My players don't like playing gritty, so I tend to play with the understanding that unless I put NPCs on the table, the buildings are deserted -- it's night, they're vacant and waiting to be rented out, whatever. I don't want my guys to have to worry too much, and I try to clearly tell them when there's an innocent bystander -- usually kids in a school bus or something about that absurd. [/QUOTE]
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[Mutants & Masterminds] Buildings: Collapsing and Damage
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