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Please help me with some M&M Rules.
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<blockquote data-quote="Jim Hague" data-source="post: 3157651" data-attributes="member: 17550"><p>Incorrect - the powers which provoke saves are affected by PL caps. Steve Kenson's said that buying 'excess' ranks to foil things like Nullify is a no-no. Powers like Flight and Telekinesis are not affected by caps. Also, see the section in the rulebook on Trade Offs for adjusting the PL caps.</p><p> </p><p></p><p></p><p>Correct!</p><p> </p><p></p><p></p><p>Incorrect. Alternate Power as a Feat is 1 pp, Dynamic Alternate Power is 2 pp, plus you need to make the base power Dynamic as well. Beyond that distinction, though, you're right. </p><p> </p><p></p><p></p><p>No, you're right - the Toughness cap is still +6, barring Trade Offs. You'll need to lower the Force Field to +5.</p><p> </p><p></p><p></p><p></p><p>That's a GM control issue, honestly. There really <em>isn't</em> anything stopping characters from doing so. However, there's a few important things about Equipment:</p><p></p><p>1) Weapons always do either Lethal or Bruising damage, unlike powers like Blast. You can't switch.</p><p></p><p>2) Equipment always fails its Toughness saves against powers.</p><p></p><p>3) Equipment acquired as 'loot' works for a scene, then it goes away, unless either a Hero Point is spent (like inventions) or the character spends the appropriate PPs or Equipment points to acquire the item permanently.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 3157651, member: 17550"] Incorrect - the powers which provoke saves are affected by PL caps. Steve Kenson's said that buying 'excess' ranks to foil things like Nullify is a no-no. Powers like Flight and Telekinesis are not affected by caps. Also, see the section in the rulebook on Trade Offs for adjusting the PL caps. Correct! Incorrect. Alternate Power as a Feat is 1 pp, Dynamic Alternate Power is 2 pp, plus you need to make the base power Dynamic as well. Beyond that distinction, though, you're right. No, you're right - the Toughness cap is still +6, barring Trade Offs. You'll need to lower the Force Field to +5. That's a GM control issue, honestly. There really [i]isn't[/i] anything stopping characters from doing so. However, there's a few important things about Equipment: 1) Weapons always do either Lethal or Bruising damage, unlike powers like Blast. You can't switch. 2) Equipment always fails its Toughness saves against powers. 3) Equipment acquired as 'loot' works for a scene, then it goes away, unless either a Hero Point is spent (like inventions) or the character spends the appropriate PPs or Equipment points to acquire the item permanently. [/QUOTE]
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