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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Pulp Game using M&M?
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<blockquote data-quote="takyris" data-source="post: 1814320" data-attributes="member: 5171"><p>Well, you know, slow day at work. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>From what I've seen ruleswise, the biggest problem with PL3 is that people have very little room to get knocked about or stunned before they're unconscious. In general, PLs map pretty well to hit points in terms of "rounds you can take punishment from a bad guy before you're out of the fight". In practice, the removal of hit points makes things less granular, increasing the randomness. This means that a PL3 heroic person can very easily be unconscious after the first punch from a mook if they roll badly, which doesn't usually fly well with the players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you've got the time, you can make max'd out PL6 or carefully non-max'd PL10 folks who will have a great time against the mooks without forgetting that they're not superheroes. Really, just getting rid of Protection and Armor does that. Amazing Save<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />amage is a must (Or Amazing Save:Reflex and Evasion, which is great for folks like Virginia, who can take out tons of mooks but then get clocked by a single punch she didn't see coming), but if you keep it reasonable, in the +5 to +7 range, you get people staying up and on their feet but taking hits, which increases the tension. (A hero who never gets hit is boring. A hero who's unconscious after one hit is boring. A hero who keeps fighting with a bloody slash on his arm or cinematically attractive blood trickling from his cheek is coooooool.)</p><p></p><p>The one thing I <strong>wouldn't</strong> allow is for players to make their own PCs, unless you're comfortable saying "No" over and over again. People will want to have Strike with more ranks of damage than the ray gun or max'd out BAB and BDB, and other fun stuff along those lines. In this kind of game, balance is even more important than in a normal M&M game, because you're not allowing everything -- you're trying to get something that has just the right flavor.</p><p></p><p>Good luck, in any event. And please tell us how it goes! I'm running a musketeer-ish fantasy M&M game now, so flavor-modification is something I'm into in a big way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="takyris, post: 1814320, member: 5171"] Well, you know, slow day at work. :) From what I've seen ruleswise, the biggest problem with PL3 is that people have very little room to get knocked about or stunned before they're unconscious. In general, PLs map pretty well to hit points in terms of "rounds you can take punishment from a bad guy before you're out of the fight". In practice, the removal of hit points makes things less granular, increasing the randomness. This means that a PL3 heroic person can very easily be unconscious after the first punch from a mook if they roll badly, which doesn't usually fly well with the players. :) If you've got the time, you can make max'd out PL6 or carefully non-max'd PL10 folks who will have a great time against the mooks without forgetting that they're not superheroes. Really, just getting rid of Protection and Armor does that. Amazing Save:Damage is a must (Or Amazing Save:Reflex and Evasion, which is great for folks like Virginia, who can take out tons of mooks but then get clocked by a single punch she didn't see coming), but if you keep it reasonable, in the +5 to +7 range, you get people staying up and on their feet but taking hits, which increases the tension. (A hero who never gets hit is boring. A hero who's unconscious after one hit is boring. A hero who keeps fighting with a bloody slash on his arm or cinematically attractive blood trickling from his cheek is coooooool.) The one thing I [b]wouldn't[/b] allow is for players to make their own PCs, unless you're comfortable saying "No" over and over again. People will want to have Strike with more ranks of damage than the ray gun or max'd out BAB and BDB, and other fun stuff along those lines. In this kind of game, balance is even more important than in a normal M&M game, because you're not allowing everything -- you're trying to get something that has just the right flavor. Good luck, in any event. And please tell us how it goes! I'm running a musketeer-ish fantasy M&M game now, so flavor-modification is something I'm into in a big way. :) [/QUOTE]
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