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[Mutants & Masterminds] Weapons And Armor vs. Supers
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<blockquote data-quote="takyris" data-source="post: 2216821" data-attributes="member: 5171"><p>In this game, 3 more points in one of his stats means that he's doing +2 more damage, which is a lot different from doing +2 more damage in a hit-points game. It's a legal build, but it's a legal build that makes your mook a lot more damaging. In D&D terms, he stopped being a goblin with a shortsword and became an orc with a greataxe with those 3 points.</p><p></p><p></p><p></p><p>But the scaling of what the numbers mean <strong>is</strong> completely different. Just like Super-Strength +2 is only 1 higher than Super-Strength +1, but actually means that your lifting power doubles. It is the same. I'm not arguing that the difference between 13 and 14 is larger. I was an English major, but I did learn basic math at some point. I'm arguing that the difference between a longsword and a greatsword (+3 and +5) is not as big, <strong>flavorwise</strong>, as the difference between a tank gun (+10) and a battleship (+12), which in turn is not as large as the difference between a space cruiser (+14) and a space battleship (+16). </p><p></p><p>To make this clear: If your cosmic warrior, who could punch with the strength of a space cruiser's neutron cannon, picked up a dagger (+2), should he then be able to strike with the strength of an imperial dreadnaught's antimatter beam because of the piece of metal in his hands? Sure, for the guy with no powers, that piece of metal is a really big help, but for Captain Cosmic, even if the dagger isn't vaporized by the force of his punch, it really doesn't bring much to the party.</p><p></p><p></p><p></p><p>Page 117, under "Water Vehicles", Battleship is the last entry. It has, under "Features", the entry: <strong>Gun +12</strong></p><p></p><p>And if a hero with Con 14 and Toughness (a net Damage save of +4) handles the DC 27 Damage Save and is only Disabled, then it means that he dove out of the way or under something (or that it blew up nearby and he was cushioned by something and got knocked clear of the blast by freak chance). If you say "No, he gets hit in the chest, and then he's just badly injured and not even unconscious," that's not the game mechanics screwing up. That's you using the wrong flavor text, no different from telling a fighter with 237 hit points that the axe hit for 7 points of damage was a direct full-on hit to his unarmored chest that nearly cut his arm off.</p></blockquote><p></p>
[QUOTE="takyris, post: 2216821, member: 5171"] In this game, 3 more points in one of his stats means that he's doing +2 more damage, which is a lot different from doing +2 more damage in a hit-points game. It's a legal build, but it's a legal build that makes your mook a lot more damaging. In D&D terms, he stopped being a goblin with a shortsword and became an orc with a greataxe with those 3 points. But the scaling of what the numbers mean [b]is[/b] completely different. Just like Super-Strength +2 is only 1 higher than Super-Strength +1, but actually means that your lifting power doubles. It is the same. I'm not arguing that the difference between 13 and 14 is larger. I was an English major, but I did learn basic math at some point. I'm arguing that the difference between a longsword and a greatsword (+3 and +5) is not as big, [b]flavorwise[/b], as the difference between a tank gun (+10) and a battleship (+12), which in turn is not as large as the difference between a space cruiser (+14) and a space battleship (+16). To make this clear: If your cosmic warrior, who could punch with the strength of a space cruiser's neutron cannon, picked up a dagger (+2), should he then be able to strike with the strength of an imperial dreadnaught's antimatter beam because of the piece of metal in his hands? Sure, for the guy with no powers, that piece of metal is a really big help, but for Captain Cosmic, even if the dagger isn't vaporized by the force of his punch, it really doesn't bring much to the party. Page 117, under "Water Vehicles", Battleship is the last entry. It has, under "Features", the entry: [b]Gun +12[/b] And if a hero with Con 14 and Toughness (a net Damage save of +4) handles the DC 27 Damage Save and is only Disabled, then it means that he dove out of the way or under something (or that it blew up nearby and he was cushioned by something and got knocked clear of the blast by freak chance). If you say "No, he gets hit in the chest, and then he's just badly injured and not even unconscious," that's not the game mechanics screwing up. That's you using the wrong flavor text, no different from telling a fighter with 237 hit points that the axe hit for 7 points of damage was a direct full-on hit to his unarmored chest that nearly cut his arm off. [/QUOTE]
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[Mutants & Masterminds] Weapons And Armor vs. Supers
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