Index of Official Rules Answers & General Resources

Discuss the second edition rules of the World's Greatest Superhero Roleplaying Game. Check here before posting in the Official Rules Forum, someone might just know the answer already!
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Index of Official Rules Answers & General Resources

Postby Elric » Thu Jul 31, 2008 3:12 pm

Hi everyone,
This is an index of useful answers from the Official Rules Question forum. I’m not trying to index every question or replace the FAQ (and some of its more basic answers), but I'm also not trying to avoid overlap entirely. I've also included some other general resources. Comments welcome.

General Resources:
M&M FAQ, M&M errata (1st/2nd printing), M&M errata (3rd printing)

Character Creation Examples: Minotaur (a Powerhouse) and Martial Artist (the core book archetype).

Two useful spreadsheet-based character builders: Excel spreadsheet or an Open Office character sheet.

My Sample Fights (meant to help people understand the rules)
#1: X-Men vs. Brotherhood of Evil Mutants (Hyborian has created a beautiful printable pdf of this fight)
#2: Avengers vs. White Knight
#3: Avengers vs. Overshadow (contains less explanation than the previous two example fights)

Hyborian's thread has a bunch of printable pdf character sheets of both my and Taliesin's Marvel and DC character builds. Most of my builds are meant to be used as balanced PCs at various PLs (built on 15 pp/PL).

What's an appropriate/challenging fight for your characters? Here's a system along these lines, and a discussion of issues that can arise.

The M&M Beginner's Guide is now free on RPGNow and DriveThruRPG. You have to register to download the book, but that only takes a minute. There are two notable errors (Megastar's stats, and the Staggered condition) in the Beginner's Guide.

Paragon's excellent thread on balance issues in the PL system (read the first two posts, and the examples linked at the end of the second post, in particular), which is the best discussion of its kind on these boards (though quite long). He also has a nice thread on issues with the hero point system.

General Questions:
The most common Official Rules Forum question of all (included here for completeness!): Why do some of the archetypes in the core book have Toughness saves/Attack bonuses/Strength scores and so on over their PL limits? Answer: see the Tradeoff rules on pg 24. These pages at the start of the book are really important!

The second most common Official Rules Forum question: Where is the "Impervious Toughness" power located? See page 96 of the book, the Impervious extra on the Protection power.

Power level is descriptive for NPCs and prescriptive (sets limits) for PCs. A campaign's Power level leads to suggested starting power points for characters; for an NPC there is no relation between power level and power points. (my attempt to clarify this issue).

In general, you simply can't buy an ability that would put you over your PL limits.

The tradeoff rules can apply to individual attacks, rather than to the character as a whole (i.e., you can have different tradeoffs for different attacks). See my Black Canary build for an example how you'd do this in practice.

Though ability score bonuses are normally limited to PL+5, if you take a very large tradeoff in favor of save DC (damage), you can have a Strength bonus above PL+5.

A power that calls for an opposed roll has its ranks limited by PL just as a “Save DC bonus” would be if it is opposed by a saving throw (e.g., Mind Control).

Constructs don’t suffer stunned conditions from failing toughness saves.

Feats:
Attack Specialization: It's reasonable to let Attack Specialization apply to an array or a narrow descriptor.

Chokehold:
If you put someone in a Chokehold he has to start making checks to avoid suffocation immediately.

The Chokehold power (and normal suffocation rules) do not impose any of the penalties associated with the Suffocation power.

Environmental Adaptation (Space): A character with Flight and Immunity (Life Support) essentially has the benefits of the Environmental Adaptation (Space) feat.

Evasion:
Evasion works on all area attacks that allow Reflex saves for half effect, not just attacks that deal damage as the description of the feat (incorrectly) indicates.

Fearless: Fearless makes you immune to being Demoralized/Startled with the Intimidate skill.

Fearsome Presence should be treated as a Sustained (Lasting) effect.

Hide in Plain Sight:
Hide in Plain Sight: requires a descriptor associated with it

Hide in Plain Sight compared to normal Stealth and Concealment

Improved Throw: Improved Throw simply forces the target to resist the Trip with the lower of their Strength and Dexterity—the attacker doesn’t have to choose “you’re resisting with Strength” when making the trip attack (also, Acrobatics replaces Dexterity for the purpose of resisting trips).

Inspire: What happens if you want to use Inspire on a Mind Controlled ally?

Minions If you have fanatical minions, using the Progression feat to get more of them should cost the same, 1 point per Progression rank..

Power Attack/Accurate Attack/All-Out Attack/Defensive Attack:
You can Power Attack based on your ranks in Attack Focus (Melee), All-Out Attack based on ranks in Dodge Focus, and so on. It doesn’t have to be “just base levels.” However, a temporary bonus (like Aid Another or Total Defense) doesn't count.

Power Attack and Accurate Attack do not affect the DC of subsequent "breakout" rolls (saves to shake off a Lasting effect).

The bonuses provided by these "trade-off" feats aren't subject to the usual PL limits

Rage: It’s a reasonable house rule that Rage that grants a +4 Strength bonus doesn’t count against your PL limits because it also gives you a -2 to Defense.

Uncanny Dodge:
What exactly does Uncanny Dodge protect against

Weapon Bind (Weapon Break):
After you block the attack, you don’t need a separate attack roll to disarm using Weapon Bind

Skills:
Bluff/Intimidate: When a player goes to Feint, Trick, Distract, Demoralize, and so on, the amount of information disclosed (for example, does the attacker learn whether the feint succeeded before he has to decide whether to Power Attack?) is entirely at the GM’s discretion

Hero Points/Extra Effort:
Using Extra Effort to Surge out of turn is not permitted (as Extra Effort is a free action and has to be used on your turn), but you can choose to take a surge action and delay, in which case it works like a normal delay.

If you spend a hero point to shake off a stun when it is inflicted, treat it as if the stun result never happened, so none of its subsequent effects (e.g., Knockback, having to roll a concentration check to keep a Force Field up) do either.

Instant-Duration Power Stunts are one-use

Powers:
In General:
If you are stunned, the concentration check to maintain a stunned power happens immediately.

If you are stunned and have multiple powers that require Concentration checks to maintain, make one check and compare the results to the DC to maintain each power.

Powers like Boost or Healing that have (Harmless) savings throws ought to be exempt from PL limits, so long as they're not modified by extras like Attack.

Any mental power that requires an initial save should require a Will save, but not all powers that force Will saves are mental effects (the core book, pg 68, is in error):

Individual Powers:
Absorption:
If you are hit with an attack and have Absorption (Healing), you can heal the damage that was done to you at the moment of Absorption.

GMs shouldn’t needlessly constrain PCs by the PL limits for PCs who break PL limits only due to a very narrow Absorption power that isn’t likely to prove unbalancing.

Energy Storage points from Absorption are usable as a free action

Alternate Form Alternate Form should not have the limitation "No Alternate Form power can have a rank greater than your Alternate Form rank.” This was removed in the 3rd and subsequent printings, but was never errata'd to change it in the first and second printings.

Animate Objects is not limited by being unable to ‘re-animate” objects in the same way as Duplication or Summon, as this was felt balanced by the limitation of having to use available material (but Steve has said elsewhere GMs should watch out for the 'endless minion horde')

Communication:
To get ‘Two-Way’ Communication, a +1 Extra is reasonable.

Communication(Mental) can be used as an Accurate Sense if the person on the other side is willing.

Corrosion/Disintegrate: Corrosion is built as Strike linked to Drain; Disintegrate is Blast linked to Drain (Ranged). This is why a ranged version of Corrosion is Disintegrate; i.e., you need to apply the Ranged extra to both of the underlying powers.

How does Disintegrate work against someone in power armor?

Deflect includes the ability to deflect melee attacks using the Deflect power.

Duplication:
If your Duplicates are killed, use the same guideline as the summon power—the duplicates have to recover (but recover from death as if disabled) and you can’t summon them again until they’re fully recovered (elsewhere, Steve has said he generally assumes Duplicates make all recovery checks).

Duplicates have to wait until the summoner’s next round to act after being summoned (and they come in at full health; if they were summoned with any injuries you had, this might be a suitable drawback on the power).

ESP: Quickness speeds up how fast you can make Extended Searches with the ESP power.

Gravity Control/Telekinesis/Trip: These powers should be limited as if they had a save DC for PL purposes.

Growth: Temporary Growth effects do not count against your PL limits because Growth comes with drawbacks too (warning: following this rule can often lead to seriously overpowered characters).

Growth bonuses to Intimidate do not count against PL limits.

Healing: When you use Healing (question 4), use the target’s normal recovery check bonus (Constitution bonus plus the Recovery check bonus of the Regeneration power), plus the ranks in the Healing power.

Leaping: Add distance from Acrobatics before multiplying for the Leaping power.

Mental Blast: How does Mental Blast interact with bruises from physical damage, and how do bruises from Mental Blast interact with saves against physical damage?

Morph: By default, Morph covers visual, auditory and tactile senses. Covering additional senses should be a power feat.

How does a character with ranks in the Morph power and Disguise skill operate? See

Nemesis: Steve's answer here implies that no Variable structure (Nemesis, Shapeshift, Adaptation, etc.) should have the "rank limitation" (“No rank or bonus of the assumed form can be higher than [this power's rank]”) anymore. Unfortunately, this has only made it into the errata for certain Variable effects (e.g., Shapeshift), though it's clearly meant to apply to all of them.

Quickness/Super-Speed:
A number of questions on the Quickness power.

Regeneration:
You only get one recovery check a round from Regeneration no matter how many ranks you have in it.

The “recovery in order” rules (e.g., you have to recover from Injuries before you can recover from Bruises) do apply to Regeneration.

A character with Regeneration that normally requires an action (Standard or Full round) can regenerate while stunned/unconscious.

Shrinking: Temporary Shrinking effects do not count against your PL limits because Shrinking has some drawbacks as well as benefits (warning: following this ruling can often lead to seriously overpowered characters).

Summon:
Summoned creatures have to wait the summoner’s next round to act after being summoned.

Super-Senses: It’s reasonable to pay 2 pp to apply Extended to an entire sense type.

Super-Speed: You can use Wall Run and Water Run while using the other functions of your “super-speed array.” These abilities are “true power feats” (just limited versions of Super-Movement that cost 1 pp each, really), while the other Super-Speed functions are taken as alternate powers of each other.

See the FAQ for a detailed discussion about how Super-Speed is constructed, as this is a common question.

Super-Strength:
How do I stop falling planes/crashing trains: a brilliant answer.

A list of how much things weigh. Same list, but in tons instead of lbs.

Super-Strength does add to your Strength bonus for the purpose of breaking out of Snares

Telekinesis:
You can grapple more than one person at a time with Telekinesis

Damaging Telekinesis does damage equal to its rank when used for damage

If you don’t have Damaging Telekinesis, how much damage can you do from throwing someone

The grapple bonus from Range (Perception) Telekinesis is 2x your rank.

If you have Perception range Telekinesis, you still need to roll to hit someone with a thrown object.

Teleport:
How does Teleport (Portal) work?

Steve recommends requiring a DC 20 Concentration check to teleport out of a grapple.

Transform:
A number of Transform questions.

How long does a Sustained (Lasting) Transform last (UP, but probably applies to the core book as well)?

Power Modifiers
Aura:
Note that the errata to the core book has changed things so you have to apply Aura to a Sustained Duration Touch power. This effectively makes Auras much more expensive.

Autofire:
How Autofire as a +1/+2/+3 extra works

Using Power Attack or Accurate Attack does not change the maximum extra damage (save DC) you can get from an Autofire attack. E.g., if you have Blast 4 (Extra: Autofire), you're normally limited to 4/2= 2 bonus damage from Autofire. If you Power Attack for 2 (increasing damage to 6), you can still only get the usual +2 to damage from Autofire (the extra damage from Power Attack doesn't factor in to the above calculation).

Autofire bonuses do not increase the DC of “breakout” rolls (saves to shake off a Lasting effect).

You don’t get the Save DC bonus if you use the Autofire function that lets you attack multiple targets at once.

Affects Others: How does an Affects Others Force Field with the Area Extra work?

When do you need to use the Progression feat to increase the number of people you can affect with a power with the Area and Affects Others extras. See here and ]here.

Area: If you hit someone with a Cloud Area attack and he doesn’t get out of the area of the cloud by your next turn he doesn’t get hit again by the attack.

Generally, assume area effects are three dimensional unless their description or the power's descriptors suggest otherwise.

A Ranged Area attack has one range increment, equal to the maximum range that a non-area attack power would have (power rank x 10 feet ) X10. E.g., if you have a rank 8 Blast (Extra: Area-Burst ) power, you can center it up to 800 feet away with no penalties.

Flawing an Extra: Flaw an extra by applying the fractional cost rules to it (for example, have Impervious Protection where the Imperviousness only applies against physical damage)?

Linked: Applying extras and flaws to linked powers.

Selective Attack/Selective power feat: In general, Selective Attack lets you specify who is not affected by the power:

Penetrating How does the Penetrating extra work?

Perception Range effects ignore intervening barriers.

Side-Effect/Tiring: How do Side Effect and Tiring work on non-instant powers?.

Power Feats:
Alternate Power:
Delemental has a great post explaining how Alternate Powers (i.e., arrays) work.

It is legal to have "nested APs" , but the GM should watch closely to ensure this isn't abused.

How do Dynamic Alternate Powers that include multiple Super-Senses work?

If you have Continuous Create Objects in an array, the created objects don't vanish when you switch to a different array slot (this is a specific exemption).

Homing:
A number of questions about Homing

If you have a Homing power in an array and switch to a different power, an 'in the air' Homing power continues working as normal

Mighty:
The Mighty power feat doesn’t increase a ranged attack’s range, but it does make it harder to counter

Triggered: If you have a Triggered power in an Array and switch the array to a different power, the triggered effect stays (but GMs should be careful about triggered powers in arrays for this reason).

Drawbacks:
How does the Power Loss Drawback on an array (a set of Alternate Powers) work.

Devices/Equipment:
Defensive Roll stacks with the Toughness bonus from armor equipment

You have to specifically aim at armor in order to damage it.

What is the duration of equipment effects (e.g., a Smoke Grenade): Steve's recommendation

Some questions on how Equipment arrays work

What guidelines to apply to a character switching equipment in and out.

Combat:
Critical Hits: For a non-damaging power like Snare, see a critical hit raises the DC of the save by 5

However, the higher save DC on a critical hit shouldn't apply to "breakout" rolls (saves to shake off a Lasting effect).

Grapple:
Resisting a grapple is a reaction.

Size modifiers to attack/defense don't affect Grapple check bonuses; only the specific size modifiers to Grapple do.

How do you resolve throwing someone at someone else?

Attack Specialization (Unarmed) does not add to Grapple checks, but Attack Specialization: Grappling does. Attack Specialization (Unarmed) adds to your bonus to hit on the attack role to start a grapple; Attack Specialization (Grappling) does not (see here). Attack Focus (Melee) adds to both rolls.

Initiative: If a character has their initiative modifier changed by some effect after you’ve already rolled initiative, nothing happens to their place in the initiative order

Tied initiative: How do I resolve timing of something like Lasting effects when two characters are on the same initiative count?

Knockback:
If an attack deals Knockback to a target, how do you knock that target into someone else?

To determine Knockback, use the damage that the defender saves against. If you're willing to accept more complexity, it's reasonable to not factor in damage from Power Attack or critical hits.

Objects: Steve's recommendations on how to handle flying/running through walls.

Prone: if someone is lying prone but you’re firing at them from directly overhead, the penalty for making a ranged attack against a prone character shouldn’t apply

Staggered: Note that the description of the staggered condition on page 171 of the book is wrong and has been errata’d. At the moment it reads as if any damage to a staggered character reduced that character to Unconscious. It should read, Staggered: Change the second sentence to read: “A staggered character who is staggered again is rendered unconscious.” (this started out as an ORQ post, then got incorporated into the errata)

Toughness Saves: Behind the scenes: why are Toughness saves DC 15+rank while the other saves are DC 10+rank?

Other Books:

Freedom City: FC errata
The Collective: How does The Collective’s absorption work?

Freedom's Most Wanted: Aren't there a lot of errors in the stats of the pdf? Yes! It appears that the vast majority of these errors have been corrected in the published book. However, no updated pdf or formal errata has been released. My long list of errors in the pdf.

Mastermind’s Manual: (there's no published errata yet)
Skills:
How is Anticipate Action supposed to work?

Players Make the Rolls The DC for the "Toughness roll" listed here is wrong. Here is a fix .

Damage Rolls The damage roll mechanic is poorly constructed, as Steve Kenson notes. Steve doesn’t point out the correct fix you should use, though. Here's the mechanism you should use for a damage roll to mirror the existing Toughness save mechanic.

Ultimate Power: UP official errata. A fairly comprehensive list of changes in the Pocket Ultimate Power printing that were never added to the official errata is here.

Alternate Powers: There is no limitation on putting Permanent powers in an Array/Variable structure in Ultimate Power, and this is intentional. However, GMs should watch out for potential abuse.

Taliesin and Tipop explain Containers

Gadgets: If someone disarms you of a gadget created with Easy to Lose Gadgets, the points for that gadget can't be re-spent until you recover that gadget

Healing How does using the (UP) Healing power on yourself interact with the Action extra?

No Save How does No Save interact with Impervious?

Probability Control has to be used before the die roll

Super-Senses: Tremorsense should cost 2 pp, and Radar in Ultimate Power has received errata as well.

Super-Speed: Defenders should resist Moving Feint with best of (2x rank in highest active movement power, Sense Motive)

Variable The “rank limitation" (pg 113, where it says “No trait can have a rank or bonus greater than your Variable structure rank") was supposed to have been removed on all Variable structures in UP but was sometimes left in error: No Variable structure should have this limitation..

Area Extra (Targeted Areas):
You get range penalties on targeted area attacks as normal

Targeted Areas can’t critical, but you can use Power Attack with them

Mathematics related to M&M:
If you roll a dN (N-sided die) n times and let X be the max of the n rolls, what's the average value of X?
Last edited by Elric on Mon Oct 28, 2013 10:44 pm, edited 158 times in total.
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Postby sombranox » Thu Jul 31, 2008 5:16 pm

Okay. That's a stupid rule. You have to have posted twice before you can post URLs. Guess it slows down spam bots or something

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Postby sombranox » Thu Jul 31, 2008 5:16 pm

Thanks for kicking this off Elric.

This was as far as I got when I asked you about whether you had an index.

I'd been playing around with Absorption/Boost builds and construct builds separately. Since they confused me, I'd searched through the ORQ for every topic I could find on those two things.

There's possibly some duplication with yours, but might be useful still so I'll throw them out below.


Absorption and Boost Questions
http://www.atomicthinktank.com/viewtopic.php?t=14251
http://www.atomicthinktank.com/viewtopic.php?t=24394
http://www.atomicthinktank.com/viewtopic.php?t=11996
http://www.atomicthinktank.com/viewtopic.php?t=11980
http://www.atomicthinktank.com/viewtopic.php?t=14958
http://www.atomicthinktank.com/viewtopic.php?t=25582
http://www.atomicthinktank.com/viewtopic.php?t=24768
http://www.atomicthinktank.com/viewtopic.php?t=23383
http://www.atomicthinktank.com/viewtopic.php?t=21248
http://www.atomicthinktank.com/viewtopic.php?t=23259
http://www.atomicthinktank.com/viewtopic.php?t=19677
http://www.atomicthinktank.com/viewtopic.php?t=27293
http://www.atomicthinktank.com/viewtopic.php?t=26205
http://www.atomicthinktank.com/viewtopic.php?t=12059
http://www.atomicthinktank.com/viewtopic.php?t=14976
http://www.atomicthinktank.com/viewtopic.php?t=12714
http://www.atomicthinktank.com/viewtopic.php?t=12626
http://www.atomicthinktank.com/viewtopic.php?t=12039
http://www.atomicthinktank.com/viewtopic.php?t=15351
http://www.atomicthinktank.com/viewtopic.php?t=15077
http://www.atomicthinktank.com/viewtopic.php?t=16236
http://www.atomicthinktank.com/viewtopic.php?t=21306
http://www.atomicthinktank.com/viewtopic.php?t=24853
http://www.atomicthinktank.com/viewtopic.php?t=23797


Construct Questions
http://www.atomicthinktank.com/viewtopic.php?t=11816
http://www.atomicthinktank.com/viewtopic.php?t=13858
http://www.atomicthinktank.com/viewtopic.php?t=11834
http://www.atomicthinktank.com/viewtopic.php?t=24520
http://www.atomicthinktank.com/viewtopic.php?t=24570
http://www.atomicthinktank.com/viewtopic.php?t=20074
http://www.atomicthinktank.com/viewtopic.php?t=16649

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Postby baixiwei » Thu Jul 31, 2008 6:12 pm

I think it's a good idea. Thanks for putting in the effort!

We might someday need an index for the index. :) Some sort of tag / keyword function might work better than a straight-up index (since some posts relate to more than one thing), probably there's no easy way to implement this though.
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Postby Elric » Thu Jul 31, 2008 7:01 pm

sombranox wrote:I'd been playing around with Absorption/Boost builds and construct builds separately. Since they confused me, I'd searched through the ORQ for every topic I could find on those two things.

Absorption and Boost Questions


I don't think having a super-long list of places where it's been discussed is that much more useful to people than a search feature. So here's what I'd condense your on absorption/boost list into:

If you are hit with an attack and have Absorption (Healing), you can heal the damage that was done to you at the moment of Absorption. http://www.atomicthinktank.com/viewtopic.php?t=11980

GMs shouldn’t needlessly constraint PCs by the PL limits for PCs who break PL limits only due to a very narrow Absorption power that isn’t likely to prove unbalancing. http://www.atomicthinktank.com/viewtopic.php?t=21248

Energy Storage points from Absorption are usable as a free action: http://www.atomicthinktank.com/viewtopic.php?t=15077

Freedom City 2e:
The Collective: How does The Collective’s absorption work: http://www.atomicthinktank.com/viewtopic.php?t=16236
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Postby Dirigible » Thu Jul 31, 2008 10:08 pm

I don't think having a super-long list of places where it's been discussed is that much more useful to people than a search feature.


That is extremely true.

And wow, this looks like an epic project :)

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Postby Elric » Thu Jul 31, 2008 10:14 pm

Dirigible wrote:
I don't think having a super-long list of places where it's been discussed is that much more useful to people than a search feature.


That is extremely true.

And wow, this looks like an epic project :)


Well, I'm purposefully trying to make this cover much less ground than the entire ORQ forum. So I'm not going to go through and add every ORQ ruling with a description of it. I'd just like to hit on the more important and generally useful rulings, focusing on things that people wouldn't know about (or be able to easily surmise the answer to) otherwise. For example, a search on "Telekinesis" in the ORQ forum gives you 47 threads, but I've got five listed above.

But yes, I could still use some help :)
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Postby BigShotBob » Thu Jul 31, 2008 10:27 pm

Man Elric, this is perfect 4 someone like me. Where my Search-Fu absolutely sucks! :oops: I have already gotten good info off of this thread. Don't overwhelm yourself bud, but this will help ALOT of people. Thanks again Elric, mucho props! :D

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Postby Elric » Thu Jul 31, 2008 10:50 pm

BigShotBob wrote:Man Elric, this is perfect 4 someone like me. Where my Search-Fu absolutely sucks! :oops: I have already gotten good info off of this thread. Don't overwhelm yourself bud, but this will help ALOT of people. Thanks again Elric, mucho props! :D


Why thank you. I'm honored to help a man with 7 NBA titles. Now if you could only spare one of those rings... OK, I'll give this joke a rest :wink:
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Postby Paragon » Fri Aug 01, 2008 8:23 am

Elric wrote:
Dirigible wrote:
I don't think having a super-long list of places where it's been discussed is that much more useful to people than a search feature.


That is extremely true.

And wow, this looks like an epic project :)


Well, I'm purposefully trying to make this cover much less ground than the entire ORQ forum. So I'm not going to go through and add every ORQ ruling with a description of it. I'd just like to hit on the more important and generally useful rulings, focusing on things that people wouldn't know about (or be able to easily surmise the answer to) otherwise. For example, a search on "Telekinesis" in the ORQ forum gives you 47 threads, but I've got five listed above.

But yes, I could still use some help :)


I'll try to add to this as I see questions I know I've seen repeatedly that you haven't covered.
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Postby Elric » Fri Aug 01, 2008 9:13 am

Paragon wrote:I'll try to add to this as I see questions I know I've seen repeatedly that you haven't covered.


Thanks for the help. One thing I think we should try to figure out early on is formatting.

Here's what I was just putting up:

In general, you simply can’t buy an ability that would put you over your PL limits: here

But I think that a better way to do it might be the put the topic name as a hyperlink at the start and then include the description, like:

PL Limits: In general, you simply can’t buy an ability that would put you over your PL limits.

Thoughts?
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Postby kagechikara » Fri Aug 01, 2008 1:36 pm

I wish this could be stickied so newcomers could find it easily, but you might have to find a mod to do that.

Also it would be nice if it had an index at the top like all the Roll Call threads do so you could just click and it would 'pop' you to that place.

But even so, this looks /awesome/ so far. :D

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Postby Elric » Fri Aug 01, 2008 1:48 pm

kagechikara wrote:I wish this could be stickied so newcomers could find it easily, but you might have to find a mod to do that.

Also it would be nice if it had an index at the top like all the Roll Call threads do so you could just click and it would 'pop' you to that place.

But even so, this looks /awesome/ so far. :D


Thanks. You can't index within posts, though! What might work well is having a bunch of different posts for the different sections and then have an initial post with the links you have in mind to the later posts. In that case I'd have to start a new thread and reserve a bunch of posts for the different sections. I sort of wonder if my first post will hit some length limit before too long; separate posts would solve that problem as well.

Maybe I start a new thread for that and then after I do that get the mods to sticky it. The mods could even put that thread Stickied in the ORQ forum after I reserved a bunch of spots on it, because while only moderators can reply to ORQ posts, I can still edit all of my posts there (of course, this forum might be a more useful place for this index- I don't have a strong opinion one way or the other).

Then that would leave this thread for discussing what to put in and so forth.
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Postby Khantalas » Fri Aug 01, 2008 2:10 pm

Also, if I remember correctly, Telepathy does allow two-way communication, as you use Mind Reading to read surface thoughts. For that purpose, if the target is willing, I'd allow Communication part of Telepathy to act as an accurate sense to target with the Mind Reading.

Of course, that's just me.
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Postby Elric » Fri Aug 01, 2008 2:18 pm

Khantalas wrote:Also, if I remember correctly, Telepathy does allow two-way communication, as you use Mind Reading to read surface thoughts.


That's a good point. I had never really considered that you could hold a whole conversation on "surface thoughts", but it could be reasonable (it probably would be 'more invasive' from a plot perspective). Of course, if Telepathy can act as Two-Way Communication already then for a +1 extra there's almost no reason to take Two-Way Communication when you could upgrade to Telepathy instead, but this wouldn't be the first place where M&M isn't granular enough to encompass different costs for powers where one is strictly better than the other.

For that purpose, if the target is willing, I'd allow Communication part of Telepathy to act as an accurate sense to target with the Mind Reading.

Of course, that's just me.


I believe Steve has said this too. In fact, he has, see here. So it's not just you. I'll try to get this one into the index :)
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