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Post by frobones on Dec 21, 2009 13:53:33 GMT -8
Post your questions here. I've put together a mini introduction guide to help explain the major differences between D&D and M&M along with some help and tips for character creation. docs.google.com/fileview?id=0Bx_dACvYRhq7NmM1ZGQ5NDMtOWU2MC00MTcyLWEwZjAtY2E3NDUxZGI1ZGY0&hl=enIn addition to my little guide, here are some other beginner sources to look at: - Mutants and Masterminds - Beginner's Guide
- Mutants and Masterminds - Instant Superheroes
The Beginner's guide is a brisk version of the Core 2E rules designed to get you into the system as quick as possible. The Instant Superheroes contains roughly 30 archetypes, each of them with 3 or more variations. You are sure to find a prebuilt superhero to your liking if you don't feel like making one yourself. Just choose one that suits your fancy and tweak him to satisfaction. Just remember though, all these examples are PL10, we will be starting at PL6. These examples will give you ideas on what skill, feats, powers, etc to pick when making your hero.
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Post by reiphil on Dec 22, 2009 21:13:36 GMT -8
Need Joseph's Opinion:
Power: Mental Blast (4/rank)
Originally the power says dc15 +rank, on the flaw it doesn't state the dc. Does that mean if i flaw it for RP reasons, I drop the DC to 10+rank?
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Post by mrdent12 on Dec 24, 2009 13:52:48 GMT -8
Would not being able to bring humans along on a teleport, but still be able to bring animals like dogs, be a sufficient for limit flaw for the teleport power?
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Post by frobones on Dec 24, 2009 16:11:50 GMT -8
Would not being able to bring humans along on a teleport, but still be able to bring animals like dogs, be a sufficient for limit flaw for the teleport power? Yea, I would say so.
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Post by Joseph Barros on Dec 24, 2009 19:01:55 GMT -8
Phil: If you take the mental weapon flaw for mental blast the only penalty you take is that is melee range instead of "perception" which is quite a significant drawback hence the -2 cost. The DC remains the same as the unflawed version. You just pay a grand total of 2 less power points less than whatever total you plan on spending on the power as a result of your flaw. A pretty badass flaw I must say despite the range limitations.
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Post by Joseph Barros on Dec 24, 2009 19:09:15 GMT -8
Mrdent: your question is answered via PM.
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Post by Joseph Barros on Dec 24, 2009 23:50:33 GMT -8
I forget where Stephen asked about vehicle costs, but so everyone knows EP is equipment points and PP is power points when reading the costs for vehicles. The difference is because each time you take the Equipment feat you gain 5 equipment points to spend. If you don't want to go that route you may instead pay the PP cost which is generally the more expensive route if you want more than one piece of equipment. If you just want a single piece, however, it doesn't matter which route you take.
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Post by frobones on Dec 29, 2009 1:28:02 GMT -8
The Morph power... for some reason I convinced myself that if I took the power to be able to morph in a broad group (humanoids) that I would not be able to alter my clothing. Now I'm having second thoughts. Let's say I instead took the broad group as animals. My clothing wouldn't just fall off when I turned into a cheetah, would it? I would presume it would morph into my new self. Then on that note, it's not a far stretch to assume I can morph the clothes I'm wearing when I switch from humanoid to humanoid. Kinda like Morph or Mystique from X-men or the Liquid terminator from T2. Anyone have any counter evidence on why I wouldn't be able to morph clothing also? This would make it uber convenient to have Yulis walk around with an Entourage of bodyguards, each of them morphed to a different individual. I'll be hiding my powers in plain sight
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Post by Joseph Barros on Dec 30, 2009 10:34:46 GMT -8
clothes don't change. You turn into a cheetah and your clothes fall around you. Counter evidence is fuck you and your broke ass power.
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Post by The Keeper on Dec 30, 2009 13:02:29 GMT -8
clothes don't change. You turn into a cheetah and your clothes fall around you. Counter evidence is fuck you and your broke ass power. I remember reading that in the rule book!
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Post by frobones on Dec 30, 2009 13:58:34 GMT -8
I don't mind changing powers if it breaks the game, as we're still trying to get a feel for how M&M plays.
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Post by reiphil on Dec 30, 2009 15:23:22 GMT -8
5 guys wearing generic suit isn't that bad... just have 1 change of clothes for yulis.
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Post by Joseph Barros on Dec 30, 2009 16:46:41 GMT -8
Progression: No new powers until the power level is raised to 7. Let me know in advance what if any changes you want to make before the next adventure, and I'll let you know if it works or not. Naturally some changes will require more explanation on your part than others. To be clear, I did say next adventure, so no one will have improved anything when we play Friday, unless we finish and start a second adventure.
Duplication: Ultimate Power was an enlightening read. Duplication is one of the powers the creators have heavily tagged as a problem power, especially when combined with heroic. More than once it is suggested the power be heavily restricted if not out right banned, usable by only villains. It makes sense, because the reasoning is identical to why summoning powers and beast companions were so powerful in 3.5 DnD; it essentially gives the player multiple characters. Most duplicators in comics had relatively few powers and areas of expertise; their strength was in the fact that there was a lot of them!
In the future I am going to allow duplication only for very specific builds (I.E. no other powers) and I am going to outright perma-ban the heroic power feat for it. Stephen the only retro-mod I think will be necessary is going to be getting rid of Heroic. I am going to only allow Heroic Duplication for people who can only make one dupe max, and should someone do that I might require some specific flaws to go with it. The horde feat is also pointed out as overly-strong, but I am going to just let it stand as under review and will allow it for the time being.
Another power under review is Drain.
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Post by frobones on Dec 30, 2009 17:55:25 GMT -8
I kind of figured Duplication may be overpowering, but then again I didn't know what caliber of enemy I would be expecting to fight. Looking forward to your set of "campaign rules" you're going to set on powers; it'll make it much more balanced, fun, and give us a guideline on how we can build our heroes. I would actually enjoy retcon-ing my powers completely if it comes down to that.
Cause I really do enjoy this game, the RP component is great. But if we have heros running around with powers to great of the campaign or are broken with the right combination of powers, it will become a one man show.
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Post by The Keeper on Dec 31, 2009 5:30:12 GMT -8
Another power under review is Drain. What about Drain is under review?
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