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Recommended MnM house rules/errata?
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<blockquote data-quote="drnuncheon" data-source="post: 1940630" data-attributes="member: 96"><p>A lot of people will (have!) talk(ed) about the skill ratio, but it tends to get overstated IMO - and if you shift the point-to-skill ratio, you make certain skill-related feats worthless, or actually detrimental.</p><p></p><p>In general, supers with high levels of skills in lots of areas can be done just fine with the use of Super-Stats - Mr. Fantastic's incredibly broad range of scientific know-how can be represented by several ranks of Super-Intelligence rather than just by dumping lots of points into skills. Don't get caught up into thinking that having only one rank in the actual skill means poorly trained or inexerienced, like it might in White Wolf or other systems - in M&M there is no such division.</p><p></p><p>Remember that you can flaw any Super-Attribute down to 'only for skill checks' and it will be 2 points per level. If you've got several, you could even combine them into a single 'Highly Skilled' power, cutting the second and further attributes to 1 point/level each.</p><p></p><p>I've also used Thoughtbubble's suggestion about skill groups, if that was what made sense for the character - one character has Super-Security, another has Super-Cop. I wouldn't allow more than one of those power constructs per character, though.</p><p></p><p></p><p>OK, other than my skill soapbox, what else?</p><p></p><p></p><p>Hero points. Make sure you know what you can do with hero points, and more importantly, make sure your <em>players</em> know what you can do with them. Chances are someone will get knocked through a wall and need to spend one to get back in the fight, but if they don't remember they can, then they won't do it. Encourage gadgeteers and other folks whose powers depend on hero points to buy Heroe's Luck, the feat that gives you extra (if you're a nice GM like my wife, then you might even allow them to buy something like 'Always Prepared', which is Hero's Luck with the flaw: only for Gadgets, bringing it down to 1 point.)</p><p></p><p>Weaknesses. Encourage everyone to have one. The Annual has rules for three levels (-2, -5, and -10) instead of the single -10 level from the core rules, but you could probably figure out how they worked.</p><p></p><p></p><p>Character Sheets. <a href="http://www.elyzium.net/mnm/" target="_blank">http://www.elyzium.net/mnm/</a> is the place to go - Simpson's Character Builder is an excel spreadsheet that makes the process even easier, and you can even make a snazzy PDF copy of the sheet if you have the ability to make them.</p><p></p><p>I've got a sort of half of a website up for my game at <a href="http://drnuncheon.game-host.org/MnM/" target="_blank">http://drnuncheon.game-host.org/MnM/</a> which you can feel free to steal anything from you may want - I can also send you some villains I have laying around (some my own, some adapted from GRG's San Angelo and other places).</p><p></p><p>Good luck...and make sure someone posts the story hour.</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 1940630, member: 96"] A lot of people will (have!) talk(ed) about the skill ratio, but it tends to get overstated IMO - and if you shift the point-to-skill ratio, you make certain skill-related feats worthless, or actually detrimental. In general, supers with high levels of skills in lots of areas can be done just fine with the use of Super-Stats - Mr. Fantastic's incredibly broad range of scientific know-how can be represented by several ranks of Super-Intelligence rather than just by dumping lots of points into skills. Don't get caught up into thinking that having only one rank in the actual skill means poorly trained or inexerienced, like it might in White Wolf or other systems - in M&M there is no such division. Remember that you can flaw any Super-Attribute down to 'only for skill checks' and it will be 2 points per level. If you've got several, you could even combine them into a single 'Highly Skilled' power, cutting the second and further attributes to 1 point/level each. I've also used Thoughtbubble's suggestion about skill groups, if that was what made sense for the character - one character has Super-Security, another has Super-Cop. I wouldn't allow more than one of those power constructs per character, though. OK, other than my skill soapbox, what else? Hero points. Make sure you know what you can do with hero points, and more importantly, make sure your [i]players[/i] know what you can do with them. Chances are someone will get knocked through a wall and need to spend one to get back in the fight, but if they don't remember they can, then they won't do it. Encourage gadgeteers and other folks whose powers depend on hero points to buy Heroe's Luck, the feat that gives you extra (if you're a nice GM like my wife, then you might even allow them to buy something like 'Always Prepared', which is Hero's Luck with the flaw: only for Gadgets, bringing it down to 1 point.) Weaknesses. Encourage everyone to have one. The Annual has rules for three levels (-2, -5, and -10) instead of the single -10 level from the core rules, but you could probably figure out how they worked. Character Sheets. [url]http://www.elyzium.net/mnm/[/url] is the place to go - Simpson's Character Builder is an excel spreadsheet that makes the process even easier, and you can even make a snazzy PDF copy of the sheet if you have the ability to make them. I've got a sort of half of a website up for my game at [url]http://drnuncheon.game-host.org/MnM/[/url] which you can feel free to steal anything from you may want - I can also send you some villains I have laying around (some my own, some adapted from GRG's San Angelo and other places). Good luck...and make sure someone posts the story hour. J [/QUOTE]
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