kingandy: (Ten Ninjas)
[personal profile] kingandy
Currently reading up on Mutants and Masterminds in order to run a half-assed game for Nook and Arwel (+?) tomorrow evening. I've basically got the combat system down (like D&D only not - there's no hit points or damage rolls. You roll attack as normal, then if you hit the target makes a "damage save" vs a difficulty determined by the attacker's attack rating / power / weapon / etc - this means the d20 is the only dice used in the game. Failure on the save knocks you out, a near-miss reduces your damage save, success leaves you unharmed. Super Strength seemed like a game winner until I realised that it only applies to damage, not attack...), but I sort of have to memorise each and every power and feat now. Ye gods, there's a lot. Current plan is to wait until everybody picks a character archetype (I'm using the templates and letting them customise, rather than full-on chargen since we don't have the time or the rulebooks) and then read up on the relevant powers. PS, players, go look at character archetypes now. Note that you don't have to use the character names and/or illustrations there. Note also that I'd advise against playing the Gadgeteer since it requires a pretty much encyclopaedic knowledge of the available powers.

The differences from mainline d20 are subtle but many. Dodge feat, for example, gives you +1 defence against all foes or +2 against a selected foe, as opposed to only +1 against a selected foe. I am taking this as a blessing rather than a curse, since it means if I get anything wrong and somebody complains I can say "this is not mainline d20, it is Mutants and Masterminds, you are wrong and I am right." Not that I will get anything wrong. Oh no.

March 2012

S M T W T F S
    123
45678910
11121314151617
18192021222324
25 262728293031

Most Popular Tags

Page Summary

Style Credit

Expand Cut Tags

No cut tags
Page generated Dec. 30th, 2025 07:14 pm
Powered by Dreamwidth Studios