Hi,
I am now running Emerald City Knights and we're having a great time. The players just entered a fight and I have a character with the following power:
Affliction: Affliction 11 (21 PP)
1st degree: Dazed, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Will, DC 21; Reach
(ranged) 10: 50 ft. (Standard - Close, 50ft. - Instant)
He's basically a gross dude who can disgust people into being afflicted. We have played a lot of 4E D&D, Star Wars D20, WEG SW, etc but this is our first time playing M&M. I can't figure out - if he hits with this power, then they fail their resistance, how long does the condition last?
Does anyone have any advice for players with this kind of power? I'd appreciate anything. I think we're playing mostly correct but this game is much different from anything we've played before (in a good way).
Newbie GM Question - Conditions
- thaumonuclear
- Comrade
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Re: Newbie GM Question - Conditions
If they fail by one or two degrees, the victim makes another resistance check following their next action, and then again after each action. If they make this resistance check the effect goes away. If they fail by 3 degrees, they remain incapacitated for 10 rounds.
So, if they fail by 1-5 (they roll 16-20), they are Dazed. After their action (which is only a move or a standard action) they make another resistance check and if they pass, the Daze effect is gone. (This is different than Daze applied by a Damage effect, which only ever lasts 1 round)
If they fail by 6-10 (they roll 11-15), they are defensless. After each of their actions they make a resistance check, if they make their check the whole effect goes away.
If they fail by 11 or more (10 or below), they are incapacitated for a minute, and do not get further resistance checks.
So, if they fail by 1-5 (they roll 16-20), they are Dazed. After their action (which is only a move or a standard action) they make another resistance check and if they pass, the Daze effect is gone. (This is different than Daze applied by a Damage effect, which only ever lasts 1 round)
If they fail by 6-10 (they roll 11-15), they are defensless. After each of their actions they make a resistance check, if they make their check the whole effect goes away.
If they fail by 11 or more (10 or below), they are incapacitated for a minute, and do not get further resistance checks.
Apprentice Mastermind
http://calubrecht.us/mutantsAndMasterminds/
http://calubrecht.us/mutantsAndMasterminds/
Re: Newbie GM Question - Conditions
Thanks! So if they fail by three degrees, they are incapacitated for one round and then they wake up with no further effects?
- Doctor Devious
- Heavyweight
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Re: Newbie GM Question - Conditions
Ten rounds = one minute!
Re: Newbie GM Question - Conditions
If the affliction lasts until a resistance check succeeds why would you want to add the concentration modifier to the affliction effect? Would it be because the character that casts the effect can essentially "reset" it and make the target have to beat another resistance check to remove the modifier?
- Beleriphon
- Paragon
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Re: Newbie GM Question - Conditions
Pardum wrote:If the affliction lasts until a resistance check succeeds why would you want to add the concentration modifier to the affliction effect? Would it be because the character that casts the effect can essentially "reset" it and make the target have to beat another resistance check to remove the modifier?
Its because the effect sticks until the character stops concentrating and then the target gets to make new resistance checks.
Re: Newbie GM Question - Conditions
Ok. That makes a lot more sense than the way I was thinking about it.
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