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JoshuaDunlow wrote:Skill Ranks in 3E.
The skill system in 3E is slightly different from the 2E rules. Where before the highest skill rank possible was the Power Level +5. In 3e the maximum skill ranks for characters is the Power Level of the Campaign +10, but this includes the characters ability rank as well. I wanted to create this system to show the skill ranks for Normal Individuals. But once we get above Power level 8, and super powers are introduced. The range ends up changing, because of the capabilities of the super powered individual.
So lets try and break it down, an average person can range anywhere from -1 to 2 in their ability ranks. And in the most optimum conditions the average person has a +5 circumstance bonus when performing their jobs, because they can take their time. But this isn’t always the case, some jobs you will need the right tools in the right place in the right time. So the average person will have a +2 circumstance bonus instead with his Expertise.
So if we continue on this thinking, we can now look at some of the NPC’s created in the Core DCA Book. The Bystander, which has a +0 in every category, and an expertise of 4 for what ever job that they possess. So when we put this all together, the citizen has a total bonus of +6 to +9 when it comes to performing his job!. Which means a normal person can succeed at any routine check (DC 15), without having to Roll. The citizen is PL 0, so his limit is a total of 10. So we can safely learn our skill rank range for most normal people. Which we will keep to 1-10 for simplicity sake, the reason why I wanted to do this was to show what the raw skill ranks mean to the Normal person.
1-2 ranks shows a basic level of profession, ranging from a hobbyist to someone who knows that they are doing. They just haven’t had the opportunity to turn it into job experience.
3-4 ranks shows a professional level of skill, showing that the player has turned his knowledge to his benefit and can make a living at it.
5-6 ranks shows a Expert level in your chosen profession. These people are good enough at their job, that they can be known for it. They have spent several years in their profession.
7-8 ranks shows that the player is an Artisan in his profession, these folks are truly skilled individuals. And have spent ten years or longer, in their profession. Of course time isn’t always a factor, the person still has to improve himself. Two NPC’s can be entirely different, one has spent 10 years on his job and only has Rank 5 in his skill. But the other one who has applied himself, has 8 Ranks in his skill.
9-10 ranks shows that the player is one of the best at what he does, a Master at what he does. And has been doing it for a very long time. Anything above this shows that the players skill is truly legendary.
Now naturally this cannot relate very well, Think of it like this. Fighting is your old Base Attack Bonus in 2E, the advantages stay the same as they do with their related feats. Close Combat and Ranged Combat. But when you get to skills, most players will be scratching your head. Don't make the same mistake i have made, and tons of others. And start using skills to simulate all your other combat, before you get to feats. Because think of your combat skills in 3E, like the attack specialization feat from 2E. It works great when you want to show your better at a sword, or casting your spells etc.. But if you rely too heavily on the skills aspect, you greatly loose out over all in anything else. So remember that Dexterity is your application for ranged attacks, while Fighting is for melee combat. Once you have the right frame work, i think people people can ball park their own estimations. But the chart up above can still apply well enough, if you add your base Fighting or Dexterity score , plus any advantages, and any combat skills.
Super Hero Settings and Skill rank Limits
But what happens when you introduce the higher Power Levels, anything above Power level 8? For this I took the Batman as a perfect example. His Power Level is 12, setting the new Skill Rank limit which in this case is 22. Remember this includes the ability modifiers of any character, we subtract five from this total to represent the highest level of a Normal Human Range (though they can according to the system can go up to 7). This leaves the limit of 17, if we subtract the highest level of circumstantial modifiers, which is 5. This leaves us with a range of 12 to 14. The range of the raw skill ranks changes ever so slightly, and which I have for simplicity sake have broken into increments of 3, instead of the normal 2.
1-3 ranks shows a basic level of profession, ranging from a hobbyist to someone who knows that they are doing. They just haven’t had the opportunity to turn it into job experience.
4-6 ranks shows a professional level of skill, showing that the player has turned his knowledge to his benefit and can make a living at it.
7-9 ranks shows a Expert level in your chosen profession. These people are good enough at their job, that they can be known for it. They have spent several years in their profession.
10-12 ranks shows that the player is an Artisan in his profession, these folks are truly skilled individuals. And have spent ten years or longer, in their profession. Of course time isn’t always a factor, the person still has to improve himself. Two NPC’s can be entirely different, one has spent 10 years on his job and only has Rank 5 in his skill. But the other one who has applied himself, has 8 Ranks in his skill.
13+ ranks shows that the player is one of the best at what he does, a Master at what he does. And has been doing it for a very long time. Anything above this shows that the players skill is truly legendary.
Well I hope this helps you folks as much as it helped me, breaking all of this stuff down.
Here is the first installment of the Fantasy Documents, talking about setting Tone and PL for your campaigns.
Below is a simplified Social Class system which works very much like status.
Benefits (Social Class)
The social class of the character, determines their place in society. And in general how they grew up, and what skills they might possess because of it. In most games, social class may be nothing more than a background element. This system doesn’t use money, instead it provides a bonus to Equipment Points while still using the Equipment Advantage in the game.
Poor (complication) This class represents Indentured Servants, Slaves, Criminals, and Un-free Peasants.
Rank 0 = Commoners. This Class represents well off peasants, trades men, craftsmen, and the like. This is the bulk of Medieval Society. They own very little, and have to work hard to get by.
Rank 1 = Well to Do. This class represents skilled Craftsman, and tradesmen. Merchants, military, and those of the Academic Class. Those of this rank can start to own land. The character gains +5 EPs to spend.
Rank 2 = Upper Class. This includes well off, Merchants, Military, and Academics. And high ranking individuals that run the politics or law for a city. Titles and Ranks include; And minor lord, ladies, sirs, and dames. They own moderately sized land, and usually have a small estate. Maybe a few servants, and a horse. The character gains +10 EP's to Spend
Rank 3 = Nobility. The noble class makes up minor princes, barons, counts, and earls in medieval society. They usually own a large estate, a castle, or several manors, and have servants. The character gains +15 EPs to Spend, or +12 EP's and 2 ranks in the Minion Advantage.
Rank 4 = Royalty. The royal class makes up the marquis, the dukes, royal prince & princess, and kings and queens of a medieval society. They own several estates, a castle or many homes, with tons of servants. The character gains +20 EP's, or +15 EP's and a 4 ranks in the minion Advantage.
Woodclaw wrote:This status system is pretty involved and detailed, but I like it a lot. Do you mind if I borrow it for my 2E games.
Thorpacolypse wrote:Very nice, JD. I have been itching to do some fantasy in MnM, I just haven't gotten around to it and these will be helpful.
I like that Device Toughness house rule as well. I've always thought that lower level devices are too easy to break. This gives more options.
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