Search found 2591 matches

by Anthony
Sat Jun 13, 2009 1:51 pm
Forum: General M&M
Topic: Here's a fun fact...
Replies: 19
Views: 1234

Re: Here's a fun fact...

Dr Archeville wrote:Didn't someone here calculate that, with Space Flight 20, it'd take about a week just to get from Earth to the center of our galaxy?
At 2.5 million times the speed of light, one week takes you about 50,000 light-years, so that sounds about right.
by Anthony
Thu May 28, 2009 9:32 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Can Super-Senses be an Alternate Power?
Replies: 5
Views: 387

Yes, given GM permission and an appropriate special effect; if you're not using UP, you might need to switch duration to sustained, but that's +0. As a GM I'm generally unfond of that construction, but occasionally I allow it.
by Anthony
Wed May 27, 2009 4:42 pm
Forum: General M&M
Topic: Good Descriptors for Variable Skill ?
Replies: 4
Views: 395

Re: Good Descriptors for Variable Skill ?

Concentration, Notice and Sense Motive will most likely be bought separately, but I'm grasping for some good descriptors for this Variable. Any suggestions? In general, having trouble coming up with a descriptor for a power tells me that the concept is weak -- you should generally come up with the ...
by Anthony
Tue May 26, 2009 9:49 am
Forum: General M&M
Topic: Question: Duplicate of power in Alternate Power array
Replies: 6
Views: 394

Re: Question: Duplicate of power in Alternate Power array

Would this, then, be considered a legal array? In general, Flaw: Source isn't a valid construction in an array because it doesn't meaningfully limit the power. Also, note that switching array slots is a free action, not no action, so, for example, if you're pulled out of water while unconscious you...
by Anthony
Sun May 24, 2009 11:15 pm
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

Solely citing 8th level spells isn't particularly convincing, since most games never get that high. How about the vast bulk of spells of lower level? I doubt you'll find the same result, see, e.g., the spells I already referenced. I cited 8th level spells because you mentioned level 15. Okay, let's...
by Anthony
Fri May 22, 2009 2:31 pm
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

I disagree, especially since my last 3rd edition play experience was with a Wizard around 15th level. Most of his attack spells other than Magic Missile required to-hit rolls or were area attacks. Let's see. Ponder some single-target level 8 attack spells in 3e: Maze: no attack roll, no save. Trap ...
by Anthony
Thu May 21, 2009 9:53 am
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

I'm not sure that's the case. Focusing on more recent times, in 4th edition DnD, all the single target spells including Magic Missile require attack rolls. Sort of. You could also interpret it as no powers requiring attack rolls, since the attack roll replaces the save. A power that in M&M would be...
by Anthony
Tue May 19, 2009 1:04 pm
Forum: General M&M
Topic: Is Freedom City 2e different than Freedom City 1e
Replies: 10
Views: 796

Dr.Volt wrote:Thanks, Paragon. I kind of thought as much. I'm guessing the best way to "convert" Hero to M&M 2e is to just use best rough judgment.
That's pretty much the case with any system conversion.
by Anthony
Tue May 19, 2009 10:52 am
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

The latter is probably the case as is true with all lower powered characters; the less Defense there is, the less many of the things that strip it matter. Also, the point cost for stripping defense is likely to be more of a concern. In general, a low PL build is encouraged to maximize on Equipment ...
by Anthony
Wed May 13, 2009 11:37 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: What are your 'danger signs' for M&M2E character builds?
Replies: 28
Views: 1766

I'm generally wary of builds with variable effect, non-combat powers in arrays, and arrays that are over about PL*3 in size.
by Anthony
Wed May 13, 2009 12:54 am
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

I can't really agree in more extreme cases at least; you see people who are beaten up pretty radically if they take damage in short order, but if they get a breathing space they're better. And yet, if you keep beating on regenerating characters, they do seem to slow down, and eventually don't get b...
by Anthony
Tue May 12, 2009 3:01 pm
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

Its possible you're correct, but I think in practice to produce the right effect you'd just end up making people reconstuct some sort of Regeneration-like ability out of Flawed Toughness if you did that, because some characters really do seem to take initial effects but then recoop, and that's func...
by Anthony
Tue May 12, 2009 10:23 am
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

This would require completely removing the dodge bonus concept from the game, which can have strange results; you should get a higher plus to hit from surprising a Speedster than a Powerhouse. If you normally hit on 19+, hitting on a 17+ is a 100% increase in your hit chance. If you normally hit on...
by Anthony
Mon May 11, 2009 11:30 am
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

Though this does even out the penalty against Defense, I think applying it simply to PL is overly crippling if there's any prevelance of accurate super-senses at all This is really a problem with all forms of limited defensive ability -- you'd be equally foolish to take toughness 'only vs energy at...
by Anthony
Mon May 11, 2009 10:32 am
Forum: General M&M
Topic: Making defense-shifted builds viable
Replies: 199
Views: 10203

Hm. Ponder using D&D4e concepts. Among them: Stun, Surprise, etc, grant 'combat advantage', not 'lose dodge bonus'. Combat advantage is a flat +2 modifier to hit the target, and does not stack. Concealment is a -2 attack penalty, total concealment is a -5 attack penalty ('miss chance' is gone). With...