Review of Chris Aylott's "A Matter of Family" posted...


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spacecrime.com said:
I agree with Teflon Billy too. :)

FWIW, the bad guys are on the light side for a reason -- as TB figured out, they're in the adventure to move the story along, not be its centerpiece.

Well, it wasn't too hard to "figure it out", it's plainly stated in the product itself:)

My biggest worry was that a group of new players might get in over their head and not have the time or mental energy to enjoy the investigative and decision-making sides of the adventure, so I chose "might be too easy for some" over "might be too hard for others".

And for what it's worth, your instincts were good on that count. My players were more than happy to have their 2 round fight with BuzzBomb, then get back to trying to shake down informants (Black Nightmare), get inside The Mob Bosses thought processes (The Gentleman), make contingency plans in case of the safehouse being comprimised (Dr. Atomic and Invictus).

Thee was nothing wrong with the NPC's themselves...they are nicely made PL10 villains (BuzzBomb in particular if only becasue he is the more original of the two), but I think there needed to be more of them, not strnger versions. The "Role" they played in the adventure was well thought out...lowlife mercenaries. PL14's would have looked alittle odd as Guns for Hire in this situation.

Where I goofed is that I got stuck in physical-book thinking. I've got effectively infinite space to work with, and there was no reason not to spend a page or two on meatier variants of the villains. I'm just so used to economizing and "one size has got to fit all" design thinking that I literally never thought about it until TB called me on it. I also didn't think about the possibilities of customizing for player experience rather than power levels, and there's some interesting things to be done there.

Aw shucks:)
 

So what does everybody think is the primary system breaker? The ability to purchase BAB and BDB or certain powers?

Also, a question Protection and say Amazing Save (Damage) or Force Field arent stacking powers are they? One decreases damage and the other increases your save.
 

Valiantheart said:
Also, a question Protection and say Amazing Save (Damage) or Force Field arent stacking powers are they? One decreases damage and the other increases your save.
they stack for power limit purposes. so at PL10, if you already have Amazing Save (Damage) +5, the most Protection you can benefit from is +5.

it says so in the description of Protection on p.79.
 
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Teflon Billy said:
I'm going to cut and paste that paragraph for future threads on this subject if you don't mind.

Quote away.

Teflon Billy said:
So do I, I usually model tp start, the go back in and optimize as best I can.

I created a character once, looked at it, thought "Hmm, that's rather obnoxious, isn't it?", and gone back and de-optimized it a bit. :D But that was GURPS.

Oh, as to the news regarding Mr. Aylott and future M&M products: woo! And even hoo!
 


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