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Should 4th ed be point and level based?
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<blockquote data-quote="frankthedm" data-source="post: 2707617" data-attributes="member: 1164"><p>Yes M&M does this, you buy up your ability scores, AC, attack bonus,, skills, special attacks and save bonuses*. <strong>all capped by the power level of the game</strong>. You use XP to raise these numbers in the same way.</p><p></p><p>It is the GM's call to raise <strong>power level </strong> [which <strong>is</strong> recomended every so often] so if you 'max out' at character creation, then you <u>have</u> to use XP to <em>round out</em> your abilities, feats, etc, rather than <strong>"Pump Up the Damage, Pump Up the damage!"</strong></p><p></p><p>** BUT it also ditches HP for a 4th save, a toughness save, where instead of HP sucking up each succesfull hit, your toughness might negate the damage. Failing the save results in reduced chances to save vs further damage if you only fail by a little, being dazed for a round and then having -2 on all your rolls if failed by a larger amount, going up to being knocked out if you fail the roll by 20 or so [base rules are for gold to bronze era super heroes who are knocked out rather than killed.] blue rose has the same HP system, but with lethal damge and non lethal damage tracks.</p><p></p><p>It is a softened up <strong>WoD Spiral of Death</strong> for D20</p><p>Check green ronin's preview PDFs of M&M and Blue rose to see the systems in more detail</p><p></p><p><span style="color: Lime">3. POWER LEVEL</span></p><p><span style="color: Lime">Your GM sets the starting power level for the series. Generally this is 10th</span></p><p><span style="color: Lime">level, but it may range anywhere from around 5th level to 20th level or</span></p><p><span style="color: Lime">more. All characters begin play at the same power level, which determines</span></p><p><span style="color: Lime">their starting power points and where you can spend them. See Power</span></p><p><span style="color: Lime">Level later in this chapter for details.</span></p><p><span style="color: Lime">4. BASIC ABILITIES</span></p><p><span style="color: Lime">Choose the ability scores you want your character to have and pay 1 power</span></p><p><span style="color: Lime">point for each ability score point over 10. Choose the attack bonus and</span></p><p><span style="color: Lime">defense bonus for your character, paying 2 power points per +1 to attack</span></p><p><span style="color: Lime">or defense bonus. Choose the saving throw bonuses for your character,</span></p><p><span style="color: Lime">paying 1 power point per +1 save bonus. Keep in mind these bonuses are</span></p><p><span style="color: Lime">limited by power level. See Chapter 2: Basic Abilities, for details on</span></p><p><span style="color: Lime">these abilities and Power Level later in this chapter for more on power</span></p><p><span style="color: Lime">level limits.</span></p><p><span style="color: Lime">5. SKILLS</span></p><p><span style="color: Lime">Choose the skill ranks you want your character to have and pay 1 power</span></p><p><span style="color: Lime">point per 4 skill ranks. Keep in mind your character can’t have a rank in</span></p><p><span style="color: Lime">any skill greater than the campaign’s power level +5. See Chapter 3:</span></p><p><span style="color: Lime">Skills, for details.</span></p><p><span style="color: Lime">6. FEATS</span></p><p><span style="color: Lime">Choose the feats you want your character to have and pay 1 power point</span></p><p><span style="color: Lime">per feat or rank in a feat. See Chapter 4: Feats, for details.</span></p><p><span style="color: Lime">7. POWERS</span></p><p><span style="color: Lime">Choose the powers you want your character to have and pay the power’s</span></p><p><span style="color: Lime">base cost, multiplied by the number of ranks. Power modifiers increase</span></p><p><span style="color: Lime">or reduce a power’s capabilities and cost. See Chapter 5: Powers, for</span></p><p><span style="color: Lime">details.</span></p><p><span style="color: Lime">8. COMPLICATIONS & DRAWBACKS</span></p><p><span style="color: Lime">Choose the complications you want your character to have. Choose the</span></p><p><span style="color: Lime">drawbacks you want your character to have (if any) and add their value</span></p><p><span style="color: Lime">to the power points you have to spend. Keep in mind you’re generally</span></p><p><span style="color: Lime">limited to no more points in drawbacks than the campaign’s power level.</span></p><p><span style="color: Lime">See Chapter 6, for more detail on complications, drawbacks and their</span></p><p><span style="color: Lime">effects.</span></p><p><span style="color: Lime">9. CHECK YOUR MATH</span></p><p><span style="color: Lime">Go back through and add up the cost of your hero’s ability scores, attack</span></p><p><span style="color: Lime">bonus, defense bonus, saving throw bonuses, skills, feats, and powers, and</span></p><p><span style="color: Lime">subtract the value of your hero’s drawbacks. You should end up with a</span></p><p><span style="color: Lime">figure equal to the starting power points shown on the Starting Power</span></p><p><span style="color: Lime">Points Table on page 24. If not, double-check your math and either</span></p><p><span style="color: Lime">remove or add traits to your character to reach the starting power point</span></p><p><span style="color: Lime">total.</span></p><p></p><p>A post for the systems workings</p><p><a href="http://www.enworld.org/showthread.php?t=154558" target="_blank">http://www.enworld.org/showthread.php?t=154558</a></p></blockquote><p></p>
[QUOTE="frankthedm, post: 2707617, member: 1164"] Yes M&M does this, you buy up your ability scores, AC, attack bonus,, skills, special attacks and save bonuses*. [B]all capped by the power level of the game[/B]. You use XP to raise these numbers in the same way. It is the GM's call to raise [B]power level [/B] [which [B]is[/B] recomended every so often] so if you 'max out' at character creation, then you [U]have[/U] to use XP to [I]round out[/I] your abilities, feats, etc, rather than [B]"Pump Up the Damage, Pump Up the damage!"[/B] ** BUT it also ditches HP for a 4th save, a toughness save, where instead of HP sucking up each succesfull hit, your toughness might negate the damage. Failing the save results in reduced chances to save vs further damage if you only fail by a little, being dazed for a round and then having -2 on all your rolls if failed by a larger amount, going up to being knocked out if you fail the roll by 20 or so [base rules are for gold to bronze era super heroes who are knocked out rather than killed.] blue rose has the same HP system, but with lethal damge and non lethal damage tracks. It is a softened up [B]WoD Spiral of Death[/B] for D20 Check green ronin's preview PDFs of M&M and Blue rose to see the systems in more detail [COLOR=Lime]3. POWER LEVEL Your GM sets the starting power level for the series. Generally this is 10th level, but it may range anywhere from around 5th level to 20th level or more. All characters begin play at the same power level, which determines their starting power points and where you can spend them. See Power Level later in this chapter for details. 4. BASIC ABILITIES Choose the ability scores you want your character to have and pay 1 power point for each ability score point over 10. Choose the attack bonus and defense bonus for your character, paying 2 power points per +1 to attack or defense bonus. Choose the saving throw bonuses for your character, paying 1 power point per +1 save bonus. Keep in mind these bonuses are limited by power level. See Chapter 2: Basic Abilities, for details on these abilities and Power Level later in this chapter for more on power level limits. 5. SKILLS Choose the skill ranks you want your character to have and pay 1 power point per 4 skill ranks. Keep in mind your character can’t have a rank in any skill greater than the campaign’s power level +5. See Chapter 3: Skills, for details. 6. FEATS Choose the feats you want your character to have and pay 1 power point per feat or rank in a feat. See Chapter 4: Feats, for details. 7. POWERS Choose the powers you want your character to have and pay the power’s base cost, multiplied by the number of ranks. Power modifiers increase or reduce a power’s capabilities and cost. See Chapter 5: Powers, for details. 8. COMPLICATIONS & DRAWBACKS Choose the complications you want your character to have. Choose the drawbacks you want your character to have (if any) and add their value to the power points you have to spend. Keep in mind you’re generally limited to no more points in drawbacks than the campaign’s power level. See Chapter 6, for more detail on complications, drawbacks and their effects. 9. CHECK YOUR MATH Go back through and add up the cost of your hero’s ability scores, attack bonus, defense bonus, saving throw bonuses, skills, feats, and powers, and subtract the value of your hero’s drawbacks. You should end up with a figure equal to the starting power points shown on the Starting Power Points Table on page 24. If not, double-check your math and either remove or add traits to your character to reach the starting power point total.[/COLOR] A post for the systems workings [url]http://www.enworld.org/showthread.php?t=154558[/url] [/QUOTE]
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