Post by frobones on Aug 21, 2010 19:01:23 GMT -8
Thought I'd make a thread for discussing different powers and abilities. You have an idea or concept of a power for your hero but not really sure how to implement it using the M&M ruleset? This is the place to discuss it and get some help.
Here's some nice links I've found to get things started - a list of superhuman features and abilities in fiction: en.wikipedia.org/wiki/List_of_comic_book_superpowers#Probability_manipulation
www.comicvine.com/superpowers/12-49870/
I believe the steps to creating a fun character are to:
1) Define a brief idea for your hero RP/backstory
2) Get a high level idea of powers/feats that would compliment and/or contrast your hero.
3) Take your high level power ideas and truthfully implement it using the M&M ruleset.
If you follow this flow of thought, it should curb the urge to min-max. Just be sure you are at least competent in the Big 4: Toughness, Save DC, Defense, Attack. The PL of a campaign is generally accepted as the average, or expected, level of competency. So in other words, by some way, shape or form, the Big 4 should reach the PL cap. Here's an atomic think tank thread discussing this: www.atomicthinktank.com/viewtopic.php?f=16&t=35816
As for the non-Toughness save, a total of (PL-2)x3 between the Fortitude, Reflex, and Will save bonuses is considered the average.
That isn't to say combat is everything, by all means shy away from combat if that's your design - but I believe you should at least be able to hold your own when we duke it hour for 2-3 hours per session.
With that said, let us use Paragons as the trial period for understanding the game and to make smarter decisions when creating heroes for Freedom City.
Here's some nice links I've found to get things started - a list of superhuman features and abilities in fiction: en.wikipedia.org/wiki/List_of_comic_book_superpowers#Probability_manipulation
www.comicvine.com/superpowers/12-49870/
I believe the steps to creating a fun character are to:
1) Define a brief idea for your hero RP/backstory
2) Get a high level idea of powers/feats that would compliment and/or contrast your hero.
3) Take your high level power ideas and truthfully implement it using the M&M ruleset.
If you follow this flow of thought, it should curb the urge to min-max. Just be sure you are at least competent in the Big 4: Toughness, Save DC, Defense, Attack. The PL of a campaign is generally accepted as the average, or expected, level of competency. So in other words, by some way, shape or form, the Big 4 should reach the PL cap. Here's an atomic think tank thread discussing this: www.atomicthinktank.com/viewtopic.php?f=16&t=35816
As for the non-Toughness save, a total of (PL-2)x3 between the Fortitude, Reflex, and Will save bonuses is considered the average.
That isn't to say combat is everything, by all means shy away from combat if that's your design - but I believe you should at least be able to hold your own when we duke it hour for 2-3 hours per session.
With that said, let us use Paragons as the trial period for understanding the game and to make smarter decisions when creating heroes for Freedom City.