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Tell Me and my Son about Mutants & Masterminds
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<blockquote data-quote="Jeff Wilder" data-source="post: 5127536" data-attributes="member: 5122"><p>He's not talking about PL ... he's talking about the association between power points and PL.</p><p></p><p>Typically, PCs are built on 15pp per PL. But PL actually has to do with caps on attack/damage, toughness/defense, saving throws, power DCs, and skill ranks, not technically with power points. (For example, there's no real reason for a GM to worry about points spent on an NPC ... the GM should worry about the caps, and assign points where needed or desired.)</p><p></p><p>So he's saying set the starting points per PL to 20, rather than the standard 15. This won't have a dramatic effect on the raw power of starting PCs, as characters will broaden their capabilities rather than piling them higher.</p><p></p><p>And this doesn't only have to happen at the beginning. For example, in my game I started the PCs at PL 9/135pp, and I'm quickly awarding 15 to 20 pp over three or four sessions, at which point I'm pushing the game's PL to 10. But my intention is to stay at PL 10 for quite a while (probably until the characters have at least 200pp, or 20pp/PL) to encourage the players to broaden their PCs' abilities. I doubt very seriously the game will ever go to PL 12, even if remains as successful as it promises to be.</p><p></p><p>BTW, the tradeoffs have worked okay for us, and in fact I do have a player who gave up Toughness for Defense. In fact, he wanted to go +16 Defense, +2 Toughness at PL 9, and I made him even it out more. The GM <em>must</em> exercise more control, and the players <em>must</em> extend more trust, when compared to games like D&D.</p><p></p><p>BTW (again), Superman can be built very solidly at PL 16, and Batman (without gear, but as a peak human) is probably roughly PL 9 or 10.</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 5127536, member: 5122"] He's not talking about PL ... he's talking about the association between power points and PL. Typically, PCs are built on 15pp per PL. But PL actually has to do with caps on attack/damage, toughness/defense, saving throws, power DCs, and skill ranks, not technically with power points. (For example, there's no real reason for a GM to worry about points spent on an NPC ... the GM should worry about the caps, and assign points where needed or desired.) So he's saying set the starting points per PL to 20, rather than the standard 15. This won't have a dramatic effect on the raw power of starting PCs, as characters will broaden their capabilities rather than piling them higher. And this doesn't only have to happen at the beginning. For example, in my game I started the PCs at PL 9/135pp, and I'm quickly awarding 15 to 20 pp over three or four sessions, at which point I'm pushing the game's PL to 10. But my intention is to stay at PL 10 for quite a while (probably until the characters have at least 200pp, or 20pp/PL) to encourage the players to broaden their PCs' abilities. I doubt very seriously the game will ever go to PL 12, even if remains as successful as it promises to be. BTW, the tradeoffs have worked okay for us, and in fact I do have a player who gave up Toughness for Defense. In fact, he wanted to go +16 Defense, +2 Toughness at PL 9, and I made him even it out more. The GM [I]must[/I] exercise more control, and the players [I]must[/I] extend more trust, when compared to games like D&D. BTW (again), Superman can be built very solidly at PL 16, and Batman (without gear, but as a peak human) is probably roughly PL 9 or 10. [/QUOTE]
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