Mutants & Masterminds: Difference between revisions

added bunch of stuff
(added bunch of stuff)
Line 30:
* [[Damage Typing]]: "Lethal" and "Nonlethal." Under the default rules, all damage is assumed to be the latter unless specifically stated otherwise, but all attacks can inflict either type.
* [[Dump Stat]]: Every Ability score except Constitution (see [[One Stat to Rule Them All]] below) can fall into this trap, depending on the character concept. Most of the Abilities exist only to fuel Skills, and maybe Saving Throws, so if there aren't enough of either that your character cares about investing in, then they're not an efficient purchase. And Strength only matters if you care about heavy lifting or melee damage.
** Charisma in 1E/2E, and its 3E successor, Presence, are the best examples by far. It costs more to raise than raising everything associated with it on its own.
** Constitution can be a dump stat. Constitution is mostly good for raising Toughness & Fortitude,<ref>(It also handles recovery checks, which are nothing to sneeze at, but are more of a "downtime" factor than a combat one.)</ref> and it costs exactly the same to buy them both up directly. In fact, robot or undead heroes dump their Constitution all the way down to zero and buy immunities and protection<ref>(and regeneration)</ref> to compensate.
* [[Experience Points]]: "Power Points." In a refreshing change of pace from most [[Tabletop Games|RPGs]], they function identically to the [[Point Build System|points]] characters receive at character generation.
* [[Fantasy Kitchen Sink]]: The superhero universes this game is based off of tend to be this way, so the rules support the necessary flexibility to build anything from [[Our Vampires Are Different|vampires]] to [[Everything's Better with Dinosaurs|dinosaurs]] to [[Instant Awesome, Just Add Ninja|ninjas]] to [[Lord of the Rings|ringwraiths]].
Line 41 ⟶ 40:
** The system was changed for 3E/DCA to reduce the ridiculous levels of grapple bonuses at the expense of making it very difficult for even an optimized grappling build to secure a hold.
* [[Guns Are Worthless]]: May or may not be in play, depending on the characters' power level. At low levels, they're a legit threat; by mid level it would take a really terrible roll (or a really fragile character) to even cause a bruise, and at high level it's almost impossible to hurt someone with a normal gun.
* [[Henshin Hero]]: One possible function of the activation modifier
* [[Heroic Spirit]]: Represented by the Extra Effort and Hero Point rules, which allow [[Player Character|PCs]] to, for example, get a [[Heroic Second Wind]] or temporarily gain [[New Powers as the Plot Demands]].
* [[Hit Points]]: [[Averted]] completely and replaced by damage saving throws. Characters are knocked out/killed by failing the save by a large enough margin, and narrower failures penalize subsequent saves until the character is healed, making this gradually more likely.
* [[Homing Projectile]]: A power feat called Homing can allow many powers to work like this.
* [[Immortality]]: All eleven types can be purchased even as a starting character. thoughWhile some of the types are pretty expensive, some cost ''no'' points because they are purely fluff. Not aging requires a point because it protects against [[Rapid Aging]] attacks, but a substance restoring your youth had no real game effect.
* [[Immune to Bullets]]: Doable both by total "immunity" to bullets only and simply having a high enough impervious toughness low level damage ''like'' bullets can't even force a damage roll.
* [[Linear Warriors, Quadratic Wizards]]: [[Averted Trope|Averted,]] since there are no [[Class and Level System|character classes]]. True [[Badass Normal]]s, lacking any powers or devices which give them powers, are at something of a disadvantage in combat and raw power. But they can make up for it in [[Weak but Skilled|other ways]].
* [[Legacy Character]]: Possible. Several premade characters are examples of such.
* [[Linear Warriors, Quadratic Wizards]]: [[Averted Trope|Averted,]] since there are no [[Class and Level System|character classes]]. True [[Badass Normal]]s, lacking any powers or devices which give them powers, are at something of a disadvantage in combat and raw power. But they can make up for it in [[Weak but Skilled|other ways]]. Magic is however one of the strongest descriptors in terms of alternate effects (there is little to nothing knowing the right spell can't give you).
* [[Minmaxer's Delight]]: Since the system favors [[Character Customization]], in order to best reflect [[Superhero|the source material]], character creation requires more [[Game Master]] oversight than most RPGs.
** Attacks with Perception as their range can hit anyone the character can perceive with an accurate sense (sight, touch, or some super-sense alternative), at any range, without requiring an attack roll. There are only minor disadvantages such as the modest cost increase, the inability to aim blind, and no ability to boost damage through critical hits or combat maneuvers. Some groups use [[House Rules]] to ban or mitigate it by forcing such attacks to allow an additional saving throw instead or by stipulating that Perception range attacks be at a rank below PL.
** A character with multiple [[Henshin Hero|transformations]] that have wildly distinct abilities is very cheap to make but can possess very broad abilities
* [[New Powers as the Plot Demands]]: This ability is built into the core mechanics of the system, for all characters. A mechanic called Extra Effort allows a PC to temporarily gain a new power at the cost of becoming fatigued (though a Hero Point can negate that penalty).
** Variable Powers, such as "Nemesis" and "Shapeshift," allow characters to gain new traits as the situation demands ''without'' the need for Extra Effort or Hero Points. But they are ''very'' expensive, so the character pays a high premium for the flexibility. Further, when using "Nemesis" the GM picks what powers you get.
* [[Omnidisciplinary Scientist]]: Made the rule in 3E where there's one skill, Technology, for all inventors and one skill, Expertise: Science, for all scientists. Even in 1E and 2E, since most skills dealing with science and technology are based on the Intelligence stat, building one of these is both easy and cost-effective.
** [[Not That Kind of Doctor]]: By contrast medical knowledge is ''very'' expensive, costing two skills (one for general knowledge of medicine and another for actual treatment) just to be a normal MD. Combined with how much cheaper healer ''powers'' are
* [[Omniglot]]: Achievable with 6PP of the Comprehend power (for reference, a default starting superhero gets allotted 150PP).
** [[Cunning Linguist]] by contrast is far more expensive as each point in "languages" doubles your number of known languages (2/4/8 ect) and Comprehend can easily have drawbacks that make it cost even less. This means speaking 3 points in Languages (8 languages known for 3 points) costs the same as Comprehend with Limited to Human languages (ALL human languages for 3 points).
* [[One-Hit Kill]]: The system separates all characters into two types, "Heroes/Villains" and "Minions." When "Heroic" characters fail a saving throw against an attack, the degree of harm they suffer is directly proportional to the margin by which they failed the roll. If a Minion fails a save, they automatically suffer the worst possible result of the attack.
* [[One Stat to Rule Them All]]: Mostly [[Averted]] from 2E up, though it's been noted that high-Strength/Toughness builds are statistically more likely to win a fight than high-Defense/Accuracy builds, even if they're at the same Power Level. Constitution/Stamina is as close as it comes. Every 2PP you spend on it gives you +1 to 3 different values, which would each cost 1PP per +1 to purchase independently. It's the only Ability that's cost-effective no matter what.