Lord Pendragon
First Post
Hey guys,
I am just starting to play in an M&M game, and creating my character. I have a few questions about the rules that I'm hoping folks can help me out with.
1. If I am understanding it correctly, there is NOT a limit on the number of ranks you can buy in your powers, regardless of Power Level. So in our PL6 game, I could still buy 10 ranks in Blast. However, there IS a limit on the DC modifier any power can have, so even though I can buy 10 ranks in Blast, it will still cap out its damage at +6 damage (for a DC of 16).
2. By buying the Alternate Power feat, you can effectively switch out one power for another, but cannot use them both at once. It's like a "setting" for a particular power. So I could buy 6 ranks in Force Field (6 pps), and then buy the feat Alternate Power (blast) (1pp). This would allow me to switch between a forcefield at rank 6 or a blast at rank 3 (which also would cost 6 pps, the total pp's spent on the base power, Force Field), but I could not use both powers in the same round.
However, if I spent an additional 2 pp's, I could make the two powers dynamic alternate powers. In this case, I CAN use them both at the same time, but I have to split the total pp's spent on the base power (6) between the two powers. So one round I could have a forcefield (rank 2) active and fire a blast (rank 2), while another round I could have a forcefield (rank 4) active and fire a blast (rank 1).
So basically, an array of powers has a power point value, and a number of "settings." Without further augmentation you can only have one "setting" active in any given round (and can change the setting as a free action once per round). If you pay an additional power point per alternate power feat, you can make that "setting" dynamic. This gives you the option of having 2 or more dynamic settings active simultaneously, but you are still limited to the total number of power points in the array.
I read and re-read the description of dynamic alternate powers, and this is the only thing that makes sense to me, even though the passage does not specifically say "dynamic powers CAN be used at the same time, unlike normal alternate powers." But I could definitely be misunderstanding something.
3. Regarding the toughness save. It's my understanding that your total toughness save is limited by the campaign Power Level. So in our game, your maximum Toughness bonus, after all powers, con, etc. is +6. Even if powers and abilities might make it higher, it's still capped at +6. This can only be changed if you trade off points from your defense cap, which also begins at +6. So you could lower your max defense to +3, in order to raise your toughness cap to +9.
My confusion comes from a spreadsheet I am using. After inputting my prospective build, the Toughness bonus reads as +7, which I imagine is the addition of a +1 bonus from Constitution and a +6 bonus from Force Field. But I haven't reduced my defense cap, so my understanding is that my Toughness should be capped at +6, regardless of my ranks in Force Field or Constitution. Am I wrong? Or can the Toughness cap be broken under certain circumstances?
4. I'm curious how equipment is handled in the game. Weapons such as shotguns have an equipment cost, but I couldn't find anything about how to keep players from going out and buying shotguns, etc. Or even easier, taking them from the thugs who are using them against them! What keeps the hero with mostly defensive powers from grabbing that assault rifle off the unconscious body of one of the archvillain's henchmen? Now he has all his defensive powers, plus a kick-ass assault rifle he didn't have to spend any points in equipment to acquire!
Thanks for any help.
I am just starting to play in an M&M game, and creating my character. I have a few questions about the rules that I'm hoping folks can help me out with.
1. If I am understanding it correctly, there is NOT a limit on the number of ranks you can buy in your powers, regardless of Power Level. So in our PL6 game, I could still buy 10 ranks in Blast. However, there IS a limit on the DC modifier any power can have, so even though I can buy 10 ranks in Blast, it will still cap out its damage at +6 damage (for a DC of 16).
2. By buying the Alternate Power feat, you can effectively switch out one power for another, but cannot use them both at once. It's like a "setting" for a particular power. So I could buy 6 ranks in Force Field (6 pps), and then buy the feat Alternate Power (blast) (1pp). This would allow me to switch between a forcefield at rank 6 or a blast at rank 3 (which also would cost 6 pps, the total pp's spent on the base power, Force Field), but I could not use both powers in the same round.
However, if I spent an additional 2 pp's, I could make the two powers dynamic alternate powers. In this case, I CAN use them both at the same time, but I have to split the total pp's spent on the base power (6) between the two powers. So one round I could have a forcefield (rank 2) active and fire a blast (rank 2), while another round I could have a forcefield (rank 4) active and fire a blast (rank 1).
So basically, an array of powers has a power point value, and a number of "settings." Without further augmentation you can only have one "setting" active in any given round (and can change the setting as a free action once per round). If you pay an additional power point per alternate power feat, you can make that "setting" dynamic. This gives you the option of having 2 or more dynamic settings active simultaneously, but you are still limited to the total number of power points in the array.
I read and re-read the description of dynamic alternate powers, and this is the only thing that makes sense to me, even though the passage does not specifically say "dynamic powers CAN be used at the same time, unlike normal alternate powers." But I could definitely be misunderstanding something.
3. Regarding the toughness save. It's my understanding that your total toughness save is limited by the campaign Power Level. So in our game, your maximum Toughness bonus, after all powers, con, etc. is +6. Even if powers and abilities might make it higher, it's still capped at +6. This can only be changed if you trade off points from your defense cap, which also begins at +6. So you could lower your max defense to +3, in order to raise your toughness cap to +9.
My confusion comes from a spreadsheet I am using. After inputting my prospective build, the Toughness bonus reads as +7, which I imagine is the addition of a +1 bonus from Constitution and a +6 bonus from Force Field. But I haven't reduced my defense cap, so my understanding is that my Toughness should be capped at +6, regardless of my ranks in Force Field or Constitution. Am I wrong? Or can the Toughness cap be broken under certain circumstances?
4. I'm curious how equipment is handled in the game. Weapons such as shotguns have an equipment cost, but I couldn't find anything about how to keep players from going out and buying shotguns, etc. Or even easier, taking them from the thugs who are using them against them! What keeps the hero with mostly defensive powers from grabbing that assault rifle off the unconscious body of one of the archvillain's henchmen? Now he has all his defensive powers, plus a kick-ass assault rifle he didn't have to spend any points in equipment to acquire!
Thanks for any help.