Theory

Modifying M&M Combat

Like a lot of gamers, I'm something of a fiddler. I've come up with a number of little house rules that at one point or another seemed like a good idea. I thought I'd throw them out there as a cohesive group related to combat in Mutants and Masterminds (character creation is a seperate post) and see what people think. I've also made this post on the Mutants and Mastermind's board to see what people there have to say.

Now this isn't a 'fix' just a few items personal to me that I was hoping the big brains here might shoot some holes in. I'd like to have combat feel a little deadlier(more street feel) and have defense shifting be a little stronger of an option(more batman types). In addition, if I can fix up a few little things that I have difficulty with like remembering to subtract out hits and making it easier to mark the 5 result step then all the better.

So here's what I have in mind:

On the Subject of RPGs (Part 3 of ?)

So far in this discussion, I've been dealing with the 'testing' aspect of RPGs as "Character A attempts Action X and with varying degrees of chance either succeeds or fails. While not entirely wrong and certainly representative of any number of RPGs, it doesn't take into account all of the grey areas of success and failure.

On the Subject of RPGs (Part 2 of ?)

In the last installment, I wrote about how 'modern' RPG design had taken to focusing on a single core mechanic for task resolution. While this has the benefit of reducing the need to look up rules (and slowing down the game), I think there are times where it is a good idea to break away from the main mechanic particularly if it helps emphasize a certain aspect of the game. For instance, if you're using a dice based mechanic for the majority of the game but you want to place particular emphasis on moral ascension (say the characters are fallen angels trying to get back into heaven) then you might use a deck of cards for modeling that just so that they player's "feel" like they're doing something special.

On the Subject of RPGs (Part 1 of ?)

One of the fun things about the release of an RPG is a chance to look through the new rules and see what the latest 'state of the art' to this system is. The thing about role playing is that you don't really NEED rules to do it. Many of us have been doing it since we're kids ("I get to play He-Man this time!") and a number of us have rediscovered it in our adulthood ("Tonight I'll be the naughty school girl.")