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M&M 2e - startign a new game

Started by jibbajibba, June 22, 2014, 01:07:36 PM

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jibbajibba

Thanks folks for all the advice.

The stuff on pushing ones defense up is good advice I am thinking of upping he cost of Impervious to 2 per point from 1.
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Jibbajibba
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Bill

Quote from: jibbajibba;761977Thanks folks for all the advice.

The stuff on pushing ones defense up is good advice I am thinking of upping he cost of Impervious to 2 per point from 1.

Games usually don't account for how some defense synergize.

For example, someone hard to hit, hard to hurt, and regenerates might pay 10 points for each of those three things.

But, the synergy between the defenses is far greater than the point cost.

10+10+10 =30  is 'Too low' for what you end up with.

10x10x10 = 1000 is actually closer, even though it seems crazy at first glance.

Beware the 'free lunch' effect from flawed point systems.

Although being immune to something is no big deal if you are vulnerable to other common things.

Saplatt

Quote from: jibbajibba;761977Thanks folks for all the advice.

The stuff on pushing ones defense up is good advice I am thinking of upping he cost of Impervious to 2 per point from 1.

3e sort of handled it that way. In 3e, impervious only grants half its rank in effect. So Impervious 10 really just gives you 5 ranks of it - enough to stop most mundane blades & firearms, but not enough to stop the kinds of attacks you'd expect from most non-mook villains.

There was a big outcry on the M&M boards about that, as I recall, because some people felt it was no longer worth buying at all.

jibbajibba

Quote from: Saplatt;7619833e sort of handled it that way. In 3e, impervious only grants half its rank in effect. So Impervious 10 really just gives you 5 ranks of it - enough to stop most mundane blades & firearms, but not enough to stop the kinds of attacks you'd expect from most non-mook villains.

There was a big outcry on the M&M boards about that, as I recall, because some people felt it was no longer worth buying at all.

Well costing it at 2 would mean you could still max it up to 10 at PL 10 it would just represent a higher investment whereas I can see that a max impervious of 5 might be seen as quite weak as your protection would already be 10 so you are already rolling 1d20 +10 vs 20 to save against a damage 5 attack
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jibbajibba

Quote from: Bill;761982Games usually don't account for how some defense synergize.

For example, someone hard to hit, hard to hurt, and regenerates might pay 10 points for each of those three things.

But, the synergy between the defenses is far greater than the point cost.

10+10+10 =30  is 'Too low' for what you end up with.

10x10x10 = 1000 is actually closer, even though it seems crazy at first glance.

Beware the 'free lunch' effect from flawed point systems.

Although being immune to something is no big deal if you are vulnerable to other common things.

yes i can see that. good advice.
My players aren't min-maxers the only other point buy game they have played was Amber so I am not to worried about the fallout of chargen. Its more about telling them they should try to push their toughness up as its Quite Important.
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Jibbajibba
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Bill

Quote from: jibbajibba;761987yes i can see that. good advice.
My players aren't min-maxers the only other point buy game they have played was Amber so I am not to worried about the fallout of chargen. Its more about telling them they should try to push their toughness up as its Quite Important.

Let us know how it goes.

jibbajibba

So session one ran today for 4 hours.

First 45 mins or so were character discussion points etc . Can you do that should I tweak this etc ....

Then we got to it.

Comments would be

Weird for me to be playing a game with such powerful PCs after a year of my homebrew.
The ghost nanobot PC was the most "built" but the AP system along with some suggestions from me meant they were flexible rather than all powerful as they could only use one power at a time.
Data link and Machine control was very tough but mainly due to the opponents they were facing (Chitauri left over from the Battle of New York in the Marvel cinematic Universe)
Combat was good fun but a little slow due to the various states that needed to be tracked and my lack of familiarity with them.
My impersonation of Nick Fury is Shit.

In the 3 1/4 hours of actual play we had
i) a quick mission briefing
ii) some nice role play on  the chopper to the mission objective
iii) a lot of tactical analysis of the mission target, A shield base that had been taken over by Chitauri
iv) A fight with 8 Chitauri on Jet sleds
v) An all out attack on the Chitauri holding the roof entry of the base with a Chitauri ladning ship.

We had 4 PCs and 1 NPC pilot
The pilot died (he was staggered by a blaster and as he was flying a chitauri sled at the time he lost control and crashed it into the side of the mountain base then fell 200 feet. Since his power is duplication however he will be back at base waiting for the team, mainly cos its a really Whedon moment.)
One PC took a lot of bruises and a couple of injured statuses  
the other 3 PCs either avoided direct combat invisible/gaseous or they were a mix of Martial arts guru and lucky.

So my feel was its a bit too crunchy for me. I would look to remove a lot of status effects and impose degrees of disadvantage.
I haven't quite got my head round the idea that damage doesn't really stack but I can see it actually makes more sense so will stick with it.
I generally think it does feel like a supers game. 5 avenger style heroes took out 20 chitauri and captured a space ship.

Next session they penetrate the base and I guess it becomes more of a dungeon crawl their mission is to retrieve the localised Chitauri neural transponder that is keeping this pocket of chitauri up and alive. They already located it and now need to get through 7 levels of rampaged Shield base to get to it. But since one of them can turn to water and travel through the pipes and one is a gaseous cloud of nanobots who can get through any opening .....

I might post up the PCs sheets here for review
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Jibbajibba
9AA788 -- Age 45 -- Academia 1 term, civilian 4 terms -- $15,000

Cult&Hist-1 (Anthropology); Computing-1; Admin-1; Research-1;
Diplomacy-1; Speech-2; Writing-1; Deceit-1;
Brawl-1 (martial Arts); Wrestling-1; Edged-1;

James Gillen

Quote from: jibbajibba;762495My impersonation of Nick Fury is Shit.

Basically try playing Jules from Pulp Fiction as played by David Hasslehoff.

QuoteI might post up the PCs sheets here for review

Please do.

jg
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Bill

Quote from: jibbajibba;762495So session one ran today for 4 hours.

First 45 mins or so were character discussion points etc . Can you do that should I tweak this etc ....

Then we got to it.

Comments would be

Weird for me to be playing a game with such powerful PCs after a year of my homebrew.
The ghost nanobot PC was the most "built" but the AP system along with some suggestions from me meant they were flexible rather than all powerful as they could only use one power at a time.
Data link and Machine control was very tough but mainly due to the opponents they were facing (Chitauri left over from the Battle of New York in the Marvel cinematic Universe)
Combat was good fun but a little slow due to the various states that needed to be tracked and my lack of familiarity with them.
My impersonation of Nick Fury is Shit.

In the 3 1/4 hours of actual play we had
i) a quick mission briefing
ii) some nice role play on  the chopper to the mission objective
iii) a lot of tactical analysis of the mission target, A shield base that had been taken over by Chitauri
iv) A fight with 8 Chitauri on Jet sleds
v) An all out attack on the Chitauri holding the roof entry of the base with a Chitauri ladning ship.

We had 4 PCs and 1 NPC pilot
The pilot died (he was staggered by a blaster and as he was flying a chitauri sled at the time he lost control and crashed it into the side of the mountain base then fell 200 feet. Since his power is duplication however he will be back at base waiting for the team, mainly cos its a really Whedon moment.)
One PC took a lot of bruises and a couple of injured statuses  
the other 3 PCs either avoided direct combat invisible/gaseous or they were a mix of Martial arts guru and lucky.

So my feel was its a bit too crunchy for me. I would look to remove a lot of status effects and impose degrees of disadvantage.
I haven't quite got my head round the idea that damage doesn't really stack but I can see it actually makes more sense so will stick with it.
I generally think it does feel like a supers game. 5 avenger style heroes took out 20 chitauri and captured a space ship.

Next session they penetrate the base and I guess it becomes more of a dungeon crawl their mission is to retrieve the localised Chitauri neural transponder that is keeping this pocket of chitauri up and alive. They already located it and now need to get through 7 levels of rampaged Shield base to get to it. But since one of them can turn to water and travel through the pipes and one is a gaseous cloud of nanobots who can get through any opening .....

I might post up the PCs sheets here for review

Tracking states is the reason I will never run MM again :)