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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: 2218020" data-attributes="member: 14140"><p>Actually, all of these statements might well be true for non-supers, or maybe just non-four color super genres.</p><p></p><p>Do you see the thing in FF picking up a lead pipe to beat down the villains he is having trouble with? Do you see spidey looting thru the pockets of the bad guys he bags for loose change, even though parker is continually poor? Do you see beast keeping some of the blasters being shot at him and carrying them around even though he has no ranged attacks and it would certainly help if he did?</p><p></p><p>Nope. </p><p></p><p>While i mainly comes from a CHAMPIONs background for supers before MnM, both HERo and MnM have had similar conventions regarding keeping "found stuff" and needing to spend cp to do so.</p><p></p><p>Both also have traditional damage caps, the notion of a campaign limit for PCs on attacks, which would limit the casual pick up for extra damage **IF** a character were already at campaign max. </p><p></p><p>let me point out for emphasis... <strong>if your super-strong guy had +7 super-strength in a PL-10 game and he picked up a +3 damage sword, he would see the full benefit. </strong></p><p></p><p>MNM's rule is **not** <strong>supers cannot pick up weapons and use them for advantage</strong></p><p></p><p>MnM's default rule is <strong>Supers cannot use casual pick ups to easily get around the PL limit the Gm set for his campaign.</strong></p><p></p><p>Like i said much earlier, if you don't like the effects the PL cap has and don't see the balance thing as that important, the easist thing is to remove the cap or loosen it.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2218020, member: 14140"] Actually, all of these statements might well be true for non-supers, or maybe just non-four color super genres. Do you see the thing in FF picking up a lead pipe to beat down the villains he is having trouble with? Do you see spidey looting thru the pockets of the bad guys he bags for loose change, even though parker is continually poor? Do you see beast keeping some of the blasters being shot at him and carrying them around even though he has no ranged attacks and it would certainly help if he did? Nope. While i mainly comes from a CHAMPIONs background for supers before MnM, both HERo and MnM have had similar conventions regarding keeping "found stuff" and needing to spend cp to do so. Both also have traditional damage caps, the notion of a campaign limit for PCs on attacks, which would limit the casual pick up for extra damage **IF** a character were already at campaign max. let me point out for emphasis... [b]if your super-strong guy had +7 super-strength in a PL-10 game and he picked up a +3 damage sword, he would see the full benefit. [/b] MNM's rule is **not** [b]supers cannot pick up weapons and use them for advantage[/b] MnM's default rule is [b]Supers cannot use casual pick ups to easily get around the PL limit the Gm set for his campaign.[/b] Like i said much earlier, if you don't like the effects the PL cap has and don't see the balance thing as that important, the easist thing is to remove the cap or loosen it. [/QUOTE]
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[Mutants & Masterminds] Weapons And Armor vs. Supers
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