Search found 429 matches

by mlangsdorf
Wed Jul 11, 2007 7:20 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: The old snare and punch.
Replies: 40
Views: 3057

Moving someone you've grabbed with Move Action is a Move action, after a Standard action to grab them. I'd say the actions are the same for a Snare/Tether.
by mlangsdorf
Wed Jul 11, 2007 7:16 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Teleport Grapple
Replies: 7
Views: 657

The problem with putting a Dimensional Pocket on the TK array is that if you've shoved some villain in to your Pocket, it's embarrassing to have let him go in order catch the jet falling from the sky with your TK.

Sometimes, saving points through APs is not worth the loss in utility of the powers.
by mlangsdorf
Mon Jul 09, 2007 9:09 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Teleport Grapple
Replies: 7
Views: 657

Dimensional Pocket, with the TK on a separate array. The wizard in our game does this a lot.
by mlangsdorf
Mon Jul 09, 2007 9:08 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Understanding modifiers, my mental block.
Replies: 11
Views: 818

A PL10 character should have Attack + Power Save equal to 20, and Defense + Toughness also equal to 20. All saves should be 5 or better.

That's a rule of thumb. Characters with special powers like Perception Range attacks or Insubstantial may vary from it.
by mlangsdorf
Mon Jul 09, 2007 9:06 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Warm-up: flaw or drawback?
Replies: 8
Views: 652

It's a Flaw if it resets to 0 if it isn't activated every turn. Getting Stunned and then having all your powers weaken dramatically is a very nasty flaw.

I can see the argument that if you have time to prepare, it's not a flaw, but heroes often don't have the time to prepare.
by mlangsdorf
Thu Jul 05, 2007 5:59 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Newbie needs a little help
Replies: 5
Views: 409

The Costumed Adventurer should have Sneak Attack for an extra +2 when the target is flat-footed. The CA should be hiding in shadows, feinting, startling, and running away a lot. It'll be a long, slow fight but he might be able to win.
by mlangsdorf
Sat Jun 30, 2007 5:25 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Uncontrolled drawback
Replies: 3
Views: 301

Agreed, it's a Power Loss drawback, probably -1 pps or maybe -2 in a high powered game. 12 ranks is pretty large, though, so I'd say only -1.
by mlangsdorf
Thu Jun 28, 2007 9:02 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Non-Damaging Area Effects
Replies: 11
Views: 683

Sense Dependent effects have to be Perception range. See page 115 of the core rules. You might want to give him a Drawback for having a Scent based Sense Dependent effect, but it strictly not legal to make it Touch range.
by mlangsdorf
Thu Jun 28, 2007 8:52 am
Forum: Roll Call
Topic: First build...
Replies: 6
Views: 635

His Mercy drawback should be a Complication, since it is a role-playing issue and not game mechanics related. He's only PL8, even though he's built with 155 power points. Disintegration is technically Drain Toughness and Strike, linked, with the Range extras. Penetrating is +1 extra, Explosion is a ...
by mlangsdorf
Tue Jun 26, 2007 10:15 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Distract
Replies: 12
Views: 712

Distract is a Standard action and there aren't any official Challenges that shorten it to a Move. That makes it slightly less nasty but it's still powerful in team situations.
by mlangsdorf
Sat Jun 23, 2007 5:15 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Walking on Water
Replies: 6
Views: 414

The ice slick is probably Environmental Control 2 (Hamper Movement 2, Extra: Trail Area, Move action, Independent) with Linked Trip 2 (Extra: Trail Area, Move Action, Independent). 8 pps for the Hamper Movement, 8 more for the Trip. Expensive, yet underpowered.
by mlangsdorf
Sat Jun 23, 2007 5:06 am
Forum: General M&M
Topic: What are your house rules?
Replies: 35
Views: 4305

Falling Toughness save is DC10 for a fall of 1 foot, goes up by +2 DC for every time the distance fallen increases a rank on the table to a maximum of 2000 feet. Acrobatics checks (DC20 and DC15) can reduce the maximum to 500 feet and 1000 feet, respectively. Provoke Monologue is a Standard action, ...
by mlangsdorf
Fri Jun 22, 2007 4:45 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Knockback
Replies: 8
Views: 616

As a general rule, I only let Damage/Stun powers cause knockback, but they cause it on any roll that causes Stun (unless I forget). Knockback is fun.

I don't do knockback on lethal hits in part to encourage non-lethal effects in my Silver Age-ish setting.
by mlangsdorf
Wed Jun 20, 2007 8:22 am
Forum: Mutants & Masterminds Rules (Second Edition)
Topic: Power Stunts and mutliple powers
Replies: 6
Views: 490

I'd allow it, because otherwise people will achieve an identical effect by Power Stunting containers of the powers they want. Why force people to do more book-keeping?
by mlangsdorf
Wed Jun 20, 2007 8:19 am
Forum: Roll Call
Topic: Special Forces benchmark
Replies: 14
Views: 1670

Snipers need to be scary accurate, though. Routinely hitting a 3" bulls-eye requires hitting DC13; add in penalties for range (-12+ for long range snipers) and you need a Ranged Attack of 12+ before throwing in Improved Aim or All-Out Attack.