Recommended MnM house rules/errata?

Piratecat said:
May I ask why?

Mimic with lots of added goodies is just asking someone to take power A from player A power B from player B and power C from player C.

That doesn't sound so bad but eventually the players without mimic are going to feel like their character is simply there so that it can be mimic. You’ll end up with a lot of stepped on toes and a problem PC that is dangerous to the other players simply because you have to keep tossing more and more.

(I think HeapThaumaturgist did a job job of covering alot of it, but remember its possible with paying for it to being able to copy Minotaur and someone else.)
 

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Okay, thanks. I've asked the player to look more at transfer, so she can sluck out enemy powers instead. Shouldn't be a problem.
 



HeapThaumaturgist said:
Max CON plus Max Amazing Save: DMG plus Toughness equals a Damage Save that will exceed by 7 points the maximum equal-PL ranged damage DC. Unless you're throwing LOTS of ranged guys with equal PL at the beefsteak you're not going to take him down by plinking away at him with ranged attacks.

Max Con + Amazing Save (DMG) +10 + Toughness = +17 save vs a 25 DC (a +10 Blast) means that the Brick Guy needs a 8 or higher to save (65% chance). Not invulnerable by any means. The Damage Save starts off already in the favor of the attacker for this reason. Since Brick guy has a feat, we'll give blaster guy Power Attack, which ups the DC to as much as 30. Suddenly that brick guy has only a 40% to save (with a 25% chance of the dreaded STUNNED). Since bricks don't really have great defenses, i think it pretty easy for the blaster to up the power attack. In fact, there is even a 10% that he gets knocked out in one blast. If you DID throw a bunch of flying blasters, odds are REAL bad for the brick guy. Of course, the brick guy may give start giving you the evil eye. :cool:
Thats just the obvious answer to how to deal with bricks. I 've had a lot of experience over the years dealing with bricks. :)

I agree with everyone that your players knowing (and remembering!) what their Hero Points can do for them is extremely vital. Especially for those groups not used to having hero points or action points.
 

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