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Post by Joseph Barros on Apr 27, 2010 16:56:02 GMT -8
1) Pulled from Mastermind Manual:
The first failed Toughness save a character makes in any given encounter cannot inflict more than a bruised or injured condition, regardless of the Toughness save result. Thereafter, the character’s Toughness saves have their normal results. You can even extend this so the character’s second failed Toughness save never does more than a stunned result; then it requires at least three failed Toughness saves (probably more) for a character to be staggered or disabled, and at least four for a character to be unconscious or dying.
2) Based on much research and general consensus on Atomic Think Tank GM boards.
Variable powers, such as adaptation or shapeshifting, are pretty much not going to be allowed with alternate powers. This is essentially too easy a way to abuse the system and squeeze in way more power than I want to see on any character. The combinations are limitless, and the workable exceptions are extremely few. This will solve a number of potential power gaming problems.
3) Maintaining game balance/story continuity/not pissing off the GM
Any new character MUST be submitted to me at least one week before your first game with him in order to play. If you show up on game day with a character I have not been able to look over prior you will not play. This means you Gilbert.
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Post by frobones on Apr 27, 2010 17:53:13 GMT -8
I approve ;D
I assume the same will go for baddies?
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Post by Joseph Barros on Apr 27, 2010 18:18:13 GMT -8
Yes. This rule I think makes your characters a bit less fragile, yet prevents the "hacking away at HP" scenario you see in DnD. I hate one-shots, but I think a fourth and potentially fatal blow is totally OK. You can't just stand in the fire and not move, but at the same time at least now you won't die if someone farts the wrong way.
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Post by Joseph Barros on May 6, 2010 15:19:47 GMT -8
Updated.
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Post by frobones on Jun 3, 2010 23:58:13 GMT -8
Page 109 of the Mastermind's Handbook gives some optional rules for making Attack of Opportunities... could be interesting for close quarters combat or involving actions that really should drop your guard. Like spending a full round action to cast a really complicated spell requiring total focus. There's also support for Flanking on pg 116, I don't see any reason why we shouldn't be using these rules when we bust out the map and hero clicks.
Also, the Save vs. Stun on page 107 seems pretty nifty.
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Post by Joseph Barros on Jun 4, 2010 6:55:28 GMT -8
No. I'm not adding rules to the game unless they very clearly improve gameplay in an area where it has been lacking. While interesting ideas, AOO, flanking, and save vs. stun doesn't really add much to the game, seeing as how I think combat has been going just fine.
Plus having more than 5 house rules for a game is bad in my opinion. If a game you are playing needs a lot of house ruling then maybe you should play a different game. Not to mention it makes it even more difficult for any new players to join the game.
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Post by narutoanbu on Jul 21, 2010 13:00:18 GMT -8
Not to mention it makes it even more difficult for any new players to join the game. Yeah like me..... seeing how im already confused >.>
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