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*TTRPGs General
[Mutants & Masterminds] Weapons And Armor vs. Supers
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<blockquote data-quote="billd91" data-source="post: 2217881" data-attributes="member: 3400"><p>A mook with a +7 weapon is probably already over his PL cap (battle axe in M&M p112 is listed as a +6L weapon), so one rule is already being bent as a GM fiat. It's therefore quite reasonable to not let him exceed that PL cap of his by another +3 from his strength. The thing with mook weapons, since most mooks are under PL 3-5, is that it's generally OK to exceed their PL caps in favor of tailoring the right feel and challenge for the PCs. This is an area where the expectations in the rules is different for GM characters than it is for PCs.</p><p></p><p>Now, in the case of the PC picking up the same weapon, he's supposed to be capped at his PL because that's a feature designed to keep the PCs balanced, or at least not out of control. The weapon can add to the PC's attack up to the PL cap depending on a couple of other factors including the hardness of the weapon's material. So your PC with 10 ranks of super strength and a strength of 16 might well go above +13, but only if he has a PL higher than 13 to begin with. And from a flavor standpoint, as stated before, when the super-strong character can hit as hard as a tank, the weapon probably brings little to the party. So hitting someone with a car doesn't do any more damage than your fists. It does however allow you to use your super strength at range, and that's not bad. You could also argue that it would also help keep the damage modifier up there if the character ever suffers strength drain, fatigure, exhaustion, or any other effect that would reduce his strength score.</p><p></p><p>The other thing is genre and flavor conventions. M&M handles larger-than-life superheroes pretty well. It's not designed to be anything more than a comic book reality simulator with improbable survivability and durability all over the place.</p></blockquote><p></p>
[QUOTE="billd91, post: 2217881, member: 3400"] A mook with a +7 weapon is probably already over his PL cap (battle axe in M&M p112 is listed as a +6L weapon), so one rule is already being bent as a GM fiat. It's therefore quite reasonable to not let him exceed that PL cap of his by another +3 from his strength. The thing with mook weapons, since most mooks are under PL 3-5, is that it's generally OK to exceed their PL caps in favor of tailoring the right feel and challenge for the PCs. This is an area where the expectations in the rules is different for GM characters than it is for PCs. Now, in the case of the PC picking up the same weapon, he's supposed to be capped at his PL because that's a feature designed to keep the PCs balanced, or at least not out of control. The weapon can add to the PC's attack up to the PL cap depending on a couple of other factors including the hardness of the weapon's material. So your PC with 10 ranks of super strength and a strength of 16 might well go above +13, but only if he has a PL higher than 13 to begin with. And from a flavor standpoint, as stated before, when the super-strong character can hit as hard as a tank, the weapon probably brings little to the party. So hitting someone with a car doesn't do any more damage than your fists. It does however allow you to use your super strength at range, and that's not bad. You could also argue that it would also help keep the damage modifier up there if the character ever suffers strength drain, fatigure, exhaustion, or any other effect that would reduce his strength score. The other thing is genre and flavor conventions. M&M handles larger-than-life superheroes pretty well. It's not designed to be anything more than a comic book reality simulator with improbable survivability and durability all over the place. [/QUOTE]
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