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Please help me with some M&M Rules.
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<blockquote data-quote="Lord Pendragon" data-source="post: 3158219" data-attributes="member: 707"><p>The problem I'm having is with the sample characters on pages 18-19 of the M&M core book (2nd ed). The PL10 Energy Controller has an Energy Control of 12 ranks. An Alternate Power Energy Blast would break the PL10 cap. Likewise, the Gadgeteer has Dazzle (visual) 12 listed. This would break the PL10 cap as well. What am I getting wrong here?I'm not sure where you're saying I am wrong. You can take an Alternate Power and later pay a second pp (for a total of 2) and make it a dynamic power. The rules seem pretty clear that you <em>don't</em> have to make the base power Dynamic, actually. In fact, the example scenario hero <em>doesn't</em> make the base power Dynamic at first, but only chooses to do so later. Or am I missing something?Do I have to lower it? Or can I leave it at the legal +6 and just lose the +1 bonus until the campaign cap increases to PL7?Interesting. I am not the GM in this game, but our GM already pointed out your first point. We're fighting zombies at the moment, so that's not an issue, but certainly may become one later. I hadn't considered your second point, but our GM may have that in mind as well. We haven't yet fought superpowered enemies.</p><p></p><p>Thanks for your continued help. I'm liking the game, but there are always nuances to any new system that take getting used to. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 3158219, member: 707"] The problem I'm having is with the sample characters on pages 18-19 of the M&M core book (2nd ed). The PL10 Energy Controller has an Energy Control of 12 ranks. An Alternate Power Energy Blast would break the PL10 cap. Likewise, the Gadgeteer has Dazzle (visual) 12 listed. This would break the PL10 cap as well. What am I getting wrong here?I'm not sure where you're saying I am wrong. You can take an Alternate Power and later pay a second pp (for a total of 2) and make it a dynamic power. The rules seem pretty clear that you [i]don't[/i] have to make the base power Dynamic, actually. In fact, the example scenario hero [i]doesn't[/i] make the base power Dynamic at first, but only chooses to do so later. Or am I missing something?Do I have to lower it? Or can I leave it at the legal +6 and just lose the +1 bonus until the campaign cap increases to PL7?Interesting. I am not the GM in this game, but our GM already pointed out your first point. We're fighting zombies at the moment, so that's not an issue, but certainly may become one later. I hadn't considered your second point, but our GM may have that in mind as well. We haven't yet fought superpowered enemies. Thanks for your continued help. I'm liking the game, but there are always nuances to any new system that take getting used to. :p [/QUOTE]
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