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<blockquote data-quote="Krolik" data-source="post: 3580176" data-attributes="member: 17219"><p>The purpose of the paragraph was to convey that M&M has a wider threat range from Damage. Someone using a +5 Damage attack can be as much of a threat as someone using a +10 Damage attack depending on how well the saver rolls. Unlike HERO, and many other games, there is no minimum Damage Threshold in M&M. A Captain America in HERO built with a 20 PD and +3 Armor from his costume is effectively immune to all attacks of 7d6 or less. In M&M a Captain America built with an 11 Toughness from CON, Feats, and armored costume is still subject to making a Damage Save against even the +1 Damage brass knuckles worn by a normal person. Of course the odds are very good that Cap will succeed in such a Save attempt but there would still be a chance for failure. </p><p></p><p></p><p>Here's the deal with Cap and some normal guy on the street. In my game Cap is PL 12 and has a 23 Defense and 11 Toughness. He can have a higher Defense by using Defensive Attack but there's no need for this example.</p><p></p><p>A PL 2 normal thug on the street would need to roll a natural 20 to even hit Cap with the shot, assuming Cap wasn't surprised. Once the hit has been made Cap would then get a chance to Deflect the bullet with his shield. Cap has +13 Deflect with the shield. At this point Cap would roll 1d20 and add 13. The thug would roll 1d20 and add 1. If Cap's roll was higher then the thug's the bullet bounces off Cap's shield. If Cap's roll is lower the shield missed and the bullet hits him. At that point Cap would get a Toughness Save to try and roll out of the way of the Damage. The bullet does +3 Damage for a DC of 18. Cap rolls 1d20 and adds his 11 Toughness to the roll. If he rolls a total of 18 or higher the bullet grazes off his chainmail costume for no injury. If Cap rolls 14-17 he takes a Bruise: the bullet is stopped by the chainmail but causes him some pain. If Cap rolls less then 14 he is Bruised and Stunned. The thug got in a lucky shot. The bullet grazes off of Cap's temple and Stuns him for 1 Round. The Damage isn't serious but Cap will lose his action this Round unless he spends a Hero Point to shake-off the unlucky Stunned shot. Even if Cap chooses to not spend the Hero Point and just lose the 1 Round of action the thug would still need to roll a 15+ to even be able to shoot the Stunned Cap again. </p><p></p><p>So in that example Cap would need an incredibly lucky group of rolls against him for the thug to have even the slightest chance of injuring, let alone defeating him. If Cap doesn't have access to the shield his odds of being injured increase but the thug still needs to roll the 20 to hit and Cap still needs to miss a fairly simple Toughness Save.</p></blockquote><p></p>
[QUOTE="Krolik, post: 3580176, member: 17219"] The purpose of the paragraph was to convey that M&M has a wider threat range from Damage. Someone using a +5 Damage attack can be as much of a threat as someone using a +10 Damage attack depending on how well the saver rolls. Unlike HERO, and many other games, there is no minimum Damage Threshold in M&M. A Captain America in HERO built with a 20 PD and +3 Armor from his costume is effectively immune to all attacks of 7d6 or less. In M&M a Captain America built with an 11 Toughness from CON, Feats, and armored costume is still subject to making a Damage Save against even the +1 Damage brass knuckles worn by a normal person. Of course the odds are very good that Cap will succeed in such a Save attempt but there would still be a chance for failure. Here's the deal with Cap and some normal guy on the street. In my game Cap is PL 12 and has a 23 Defense and 11 Toughness. He can have a higher Defense by using Defensive Attack but there's no need for this example. A PL 2 normal thug on the street would need to roll a natural 20 to even hit Cap with the shot, assuming Cap wasn't surprised. Once the hit has been made Cap would then get a chance to Deflect the bullet with his shield. Cap has +13 Deflect with the shield. At this point Cap would roll 1d20 and add 13. The thug would roll 1d20 and add 1. If Cap's roll was higher then the thug's the bullet bounces off Cap's shield. If Cap's roll is lower the shield missed and the bullet hits him. At that point Cap would get a Toughness Save to try and roll out of the way of the Damage. The bullet does +3 Damage for a DC of 18. Cap rolls 1d20 and adds his 11 Toughness to the roll. If he rolls a total of 18 or higher the bullet grazes off his chainmail costume for no injury. If Cap rolls 14-17 he takes a Bruise: the bullet is stopped by the chainmail but causes him some pain. If Cap rolls less then 14 he is Bruised and Stunned. The thug got in a lucky shot. The bullet grazes off of Cap's temple and Stuns him for 1 Round. The Damage isn't serious but Cap will lose his action this Round unless he spends a Hero Point to shake-off the unlucky Stunned shot. Even if Cap chooses to not spend the Hero Point and just lose the 1 Round of action the thug would still need to roll a 15+ to even be able to shoot the Stunned Cap again. So in that example Cap would need an incredibly lucky group of rolls against him for the thug to have even the slightest chance of injuring, let alone defeating him. If Cap doesn't have access to the shield his odds of being injured increase but the thug still needs to roll the 20 to hit and Cap still needs to miss a fairly simple Toughness Save. [/QUOTE]
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