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General Tabletop Discussion
*TTRPGs General
[Mutants & Masterminds] Weapons And Armor vs. Supers
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<blockquote data-quote="swrushing" data-source="post: 2217351" data-attributes="member: 14140"><p>Then my suggestion is that you sit down and come up with the damage values and save DCs that suit your specific campaign needs or your tastes. You will also probably want to look at what PL you want. What you are describing is well out of the realm of the four color supers "precision light" MnM was built for, so wanting more detail and precision on guns, that DnP has to come from you. </p><p></p><p>I know ehen i used the mechanics for my stargate and my post-apocalyptic "new mutants" style campaigns, i had to do this as well and it worked just fine for those.</p><p></p><p>The core numbers are set for one style and genre, but with a different set of numbers you provide, the mechanics can work for a much wider scope, IMX.</p><p></p><p>EDIT: oh and another thing, i found for grittier flavor i wanted more than just OK, stunned and out as my damage levels. So, for stargate for instance, i would up with damage levels of 1. OK (-2 UFC penalty for being hit) on made save.</p><p>2. Hit (lose 1/2 action) on fail by 1-4</p><p>3. Dazed (lose full action) on fail by 5-8</p><p>4. Stunned (lose full, fall down, stunned) on fail by 9-12</p><p>5. Scene KO (out for scene at least, maybe dying) on fail by 13-16 "unlucky 13"</p><p>6. Mission kill (out for mission, wake up in hospital)</p><p></p><p>This, combined with low saves and higer base DCs, produced a very good tactical gritty feel, where most of the time getting shot is serious business.</p><p></p><p>of course, this may be grittier than you would like for supers, but it might serve to give you a far point.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2217351, member: 14140"] Then my suggestion is that you sit down and come up with the damage values and save DCs that suit your specific campaign needs or your tastes. You will also probably want to look at what PL you want. What you are describing is well out of the realm of the four color supers "precision light" MnM was built for, so wanting more detail and precision on guns, that DnP has to come from you. I know ehen i used the mechanics for my stargate and my post-apocalyptic "new mutants" style campaigns, i had to do this as well and it worked just fine for those. The core numbers are set for one style and genre, but with a different set of numbers you provide, the mechanics can work for a much wider scope, IMX. EDIT: oh and another thing, i found for grittier flavor i wanted more than just OK, stunned and out as my damage levels. So, for stargate for instance, i would up with damage levels of 1. OK (-2 UFC penalty for being hit) on made save. 2. Hit (lose 1/2 action) on fail by 1-4 3. Dazed (lose full action) on fail by 5-8 4. Stunned (lose full, fall down, stunned) on fail by 9-12 5. Scene KO (out for scene at least, maybe dying) on fail by 13-16 "unlucky 13" 6. Mission kill (out for mission, wake up in hospital) This, combined with low saves and higer base DCs, produced a very good tactical gritty feel, where most of the time getting shot is serious business. of course, this may be grittier than you would like for supers, but it might serve to give you a far point. [/QUOTE]
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