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What do you not like about M&M?
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<blockquote data-quote="Kenson" data-source="post: 2099799" data-attributes="member: 2849"><p>I think this is where we run into a difference in design philosophy: while there are some characters in the comics who can <em>theoretically</em> "do anything" (e.g. Dr. Strange, Green Lantern, and various other gadgeteer and "wizard" characters), in my experience their powers don't work that way in <em>practical</em> terms.</p><p></p><p>Most of the time, those characters make use of the same "stock" capabilities, the ones they use all the time (in M&M terms, the ones they bought as standard extras and power stunts of their power(s)). Only occasionally does Dr. Strange break out an unusual spell, or the Engineer comes up with some particularly funky gizmo, which you'll likely never see again. Those are as much "power stunts" as Spider-Man doing something unusual with his webbing or the Flash coming up with some novel application of his super-speed.</p><p></p><p>In my experience playing and running numerous superhero RPGs over the years, giving player characters completely unlimited variable "do anything" powers vastly slows down play because players aren't like characters in a comic book. If there's nothing to limit them, why <em>wouldn't</em> they use their "do anything" power to do exactly what's needed in a given situation? Characters in the comics don't always do so because of the demands of the plot, but that restriction doesn't apply to players in an RPG. So the hero point cost for variable effects (and, by extension, for power stunts in general) provides a "cost" to those things to help keep them occasional "tricks" rather than routine abilities.</p><p></p><p>So, on the one hand, there isn't a "do anything" power in M&M requiring only time or a skill check to get new powers (like a Hero Variable Power Pool); variable effects require hero points. On the other hand, with the extra effort rules, <em>every</em> hero effectively has a "variable power" of sorts, with a mechanism limiting how often players can break out those unusual stunts.</p><p></p><p>If you feel M&M really needs something like a Variable Power Pool, you can always add one, like this:</p><p></p><p><strong>Variable Power</strong></p><p><strong>Cost:</strong> 3</p><p><strong>Action:</strong> Half</p><p><strong>Range:</strong> Personal</p><p><strong>Duration:</strong> Continuous</p><p><strong>Saving Throw:</strong> None</p><p></p><p>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.</p><p></p><p>The above is essentially Gadgets without the Device and Heroic Effort (i.e. "costs Hero Points") Flaws.</p><p></p><p>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.)</p></blockquote><p></p>
[QUOTE="Kenson, post: 2099799, member: 2849"] I think this is where we run into a difference in design philosophy: while there are some characters in the comics who can [i]theoretically[/i] "do anything" (e.g. Dr. Strange, Green Lantern, and various other gadgeteer and "wizard" characters), in my experience their powers don't work that way in [i]practical[/i] terms. Most of the time, those characters make use of the same "stock" capabilities, the ones they use all the time (in M&M terms, the ones they bought as standard extras and power stunts of their power(s)). Only occasionally does Dr. Strange break out an unusual spell, or the Engineer comes up with some particularly funky gizmo, which you'll likely never see again. Those are as much "power stunts" as Spider-Man doing something unusual with his webbing or the Flash coming up with some novel application of his super-speed. In my experience playing and running numerous superhero RPGs over the years, giving player characters completely unlimited variable "do anything" powers vastly slows down play because players aren't like characters in a comic book. If there's nothing to limit them, why [i]wouldn't[/i] they use their "do anything" power to do exactly what's needed in a given situation? Characters in the comics don't always do so because of the demands of the plot, but that restriction doesn't apply to players in an RPG. So the hero point cost for variable effects (and, by extension, for power stunts in general) provides a "cost" to those things to help keep them occasional "tricks" rather than routine abilities. So, on the one hand, there isn't a "do anything" power in M&M requiring only time or a skill check to get new powers (like a Hero Variable Power Pool); variable effects require hero points. On the other hand, with the extra effort rules, [i]every[/i] hero effectively has a "variable power" of sorts, with a mechanism limiting how often players can break out those unusual stunts. If you feel M&M really needs something like a Variable Power Pool, you can always add one, like this: [b]Variable Power[/b] [b]Cost:[/b] 3 [b]Action:[/b] Half [b]Range:[/b] Personal [b]Duration:[/b] Continuous [b]Saving Throw:[/b] 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.) [/QUOTE]
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