Variable Power Pools in M&M?

JimAde

First Post
So I've been sporadically running a Champions campaign for a while now. For a variety of reasons I am considering converting it to M&M (which I don't own at this time). But one of the PCs has a Variable Power Pool (Magic). For those who don't do Champions, a VPP basically allows you to have any power you want, within certain limits. In the case of this character, she has to go back to her "magic library" and prepare the spells she wants quick access to (so she can only change her pool in down time).

My question before buying is: Does M&M support this kind of ability?

Thanks in advance.
 

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It does, after a fashion (the upcoming 2nd edition more so). Take a look at the Gadgets power for a good idea and apply the same guidelines to Sorcery: the player can spend a hero point and re-allocate the character's available list of spells. If you want, you can allow the "down time" to substitute for spending a hero point, but M&M generally levies a hero point cost on "meta" powers to help keep their flexibility under control in-game.
 

That sounds like a good approach. Variable Power Pools are a bit of a sticking point in Champions as they can easily get out of hand. A lot of GMs just disallow them outright. Making you spend a limited resource to change the pool makes sense and seems to capture the flavor well.

Unfortunately (depending on how you look at it) I feel compelled to wait for 2nd edition to come out before I buy. I am looking forward to it, though! :)

Thanks for the reply.
 

Personally I don't like VVP that much... I have used it a lot back in the day. The reason being that it gives MOST players to much to think about. Unless they are on the ball, they will be spending between actions looking in the rulesbook for what they are going to spend their points on this turn. OR when it comes to their turn they start looking at the book. I would prefer they were paying attention to the game. It just slows things down.

I think that in Crooks they also had a version of it, that was basically Gadgets Points but did not have the device flaw on them.

Not sure what I think about 2nd ed yet... still hopeful
 

Actually, Steve Kenson was cool enough to write up a VPP power when I had the same concern a few months ago:

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Variable Power
Cost: 3
Action: Half
Range: Personal
Duration: Continuous
Saving Throw: None

You have 2 power points per rank in Variable Power you can allocate to any power you wish, taking a half action to do so. You can divide your power points among multiple powers, as desired. Once allocated, your Variable Power points remain that way until you re-allocate them. Any Flaws on Variable Power also affect any powers you acquire with it, with no reduction in their cost. Flaws applied solely to powers acquired through Variable Power must be relevant and not situational (i.e. you can't apply a Flaw like "only works in outer space" on a power you acquire while in outer space). The GM has the right to veto any particular power if it does not suit the theme and power source of your Variable Power.

The above is essentially Gadgets without the Device and Heroic Effort (i.e. "costs Hero Points") Flaws.

One good "middle ground" for a power like the above is to charge a hero point the first time a character acquires a new power via Variable Power (a power he has never used before, in other words). After that, it's an "established" effect of his Variable Power, usable at will. You can extend the "breaking in" period as desired (such as a hero point charge the first three times a new power is used before it becomes "established," etc.)

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Bear in mind that Steve wrote this for M&M 1st Edition. This power may or may not be needed in 2nd Edition when it comes out. And if used in 2e, this power may need to be revised.

Thanks again for writing this up and addressing my concerns way back then, Steve. You rock man! I eagerly await 2e.
 

Karl: The concerns you raise are the reason I only allow "gadget" style pools. The character has to get back to their home base and spend time to change the pool. In this character's case, that means brewing up potions and preparing spells for quick casting, which can only be done in her workshop. And even then, the player (my wife, actually) has no interest in crunching numbers, so I just made up some standard packages ahead of time and she switches between them.

Dragonblade: That looks cool, and from his post above it sounds like Steve has incorporated that (or something much like it) into 2nd edition. Since I don't yet own M&M I don't know how rare a resource hero points are, but as Steve said, I might just let the restrictions above replace the heroic effort.
 

Here`s a preview of the Magic power from 2nd edition. Itś not exactly a VPP, but it has the same basic function. And bear in mind that this power is relatively cheap, so the character could have this and a few other powers besides. Alternate Power feats are feats you buy that let you substitute another power without having to spend a hero point.

MAGIC
Effect: General
Action: Standard
Range: Ranged
Duration: Instant
Cost: 2 points per rank

You are a sorcerer, witch, or wizard, able to cast a variety of magical spells. Choose one of the power feats below or any other power with a total cost of (power rank x 2) points as the default power your Magic grants you. You can acquire others as Alternate Power feats. All powers obtained using Magic have the magic descriptor. So a magical flame blast is both fire and magical in nature.

Characters with Magic often have a Power Loss drawback (see Drawbacks): if they are unable to freely speak and gesture to cast spells, they cannot use Magic (or any related magical powers reliant on spellcasting). This drawback, although common, is not required.

Sample Power Feats (Spells)

• Fog of Forgetfulness: Swirling mists rise up around the target and blank out a particular memory if the target fails a Will saving throw (DC 10 + rank). Good magicians typically use this spell to protect innocents from truths too terrible or dangerous for them to know while evil magicians use it to cover their tracks.

• Light of Truth: A beam of blazing light radiates from the magician’s outstretched hand, nullifying any Concealment, Illusion, or Obscure effects it touches (roll d20 + Magic rank vs. d20 + power rank).

• Mystic Blast: A bolt of magical force strikes as a ranged attack, inflicting damage equal to your power rank.

• Mystic Binding: Bands of magical energy entrap the target of this spell, like a Snare at your Magic power rank.

• Mystic Passage: This spell teleports you across a distance, like Teleport at your Magic rank.

• Alternate Powers: You can acquire virtually any other suitable power as an Alternate Power feat of Magic, although such powers are limited to a cost and rank no greater than your Magic power, as usual. Common Alternate Powers suitable for Magic spells include: Concealment, Dazzle, Element Control, ESP, Force Field, Healing, Illusion, Mind Control, Nullify, Obscure, Possession, Super-Movement (dimensional), and Telekinesis.


http://www.mutantsandmasterminds.com/phpBB2/viewtopic.php?t=10450
 


In Hero terms, this is probably more like a flexible Multipower that lets you temporarily use a new power if you spend hero point.

But there's still a lot we don't know about the 2nd edition. We know there's a feat called "Ritualist", but have no idea what it does. My guess is that it lets a character use another alternate power by spending extra time, rather than by spending a hero point. That's purely a guess though.
 

We'll just have to wait and see I guess.

Curse you, Steve Kenson! Curse you and your dratted proofreading! Get that book out! :D
 

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