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The Archives => Roleplaying (Archived) => Topic started by: Xeviat on September 19, 2009, 07:44:55 PM

Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Xeviat on September 19, 2009, 07:44:55 PM
[note=Warning!!!1!]This game is going to be midway between a real game and a play test game. I have adjustments I would like to make to the M&M system, and I would like to test them out here.[/note]Hi fellow CBGers. My campaign setting, Three Worlds, has reached a point where I am comfortable with running a game again. I have decided on a system (Mutants and Masterminds), decided on the basics of my house rules, and have determined enough about the world to get started. Hopefully, being forced to come up with things on the fly will help me to fill in the holes.

Now, I do not have a concept for a game just yet. I would like 4 players who feel they can average 1 or 2 posts per day. I believe a more social and less combat game would be for the best, given the time constraints of PbPs. I am leaning towards a game that can focus on exploration, as that would require me to come up with more info about the world.

Let me know if you are interested. The M&M system is a d20 game, so it should be familiar enough to anyone who played 3E or 4E D&D. If you do not have the M&M books, I will help you with character design (I will have a page of premade powers for simplicity); due to house rules, I'll need to help with all character design really, and I will post house rules soon. They do have a nice cheep papperback players book for 10-15 dollars, and Green Ronin has all of their books on PDFs.
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Nomadic on September 19, 2009, 08:50:44 PM
I'm up for some MnM fun.
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Xeviat on September 19, 2009, 10:00:00 PM
Awesome, love to have you. Let me know what type of game you would be interested.
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Llum on September 19, 2009, 10:22:18 PM
This is M&M 2nd edition?

Also, isn't the system written for supers games? Or am I mistaken? Anything besides the Core Rules?
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Nomadic on September 20, 2009, 02:56:22 AM
Quote from: XeviatAwesome, love to have you. Let me know what type of game you would be interested.

Exploration is fine with me.
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Xeviat on September 20, 2009, 07:53:49 PM
Quote from: LlumThis is M&M 2nd edition?

Also, isn't the system written for supers games? Or am I mistaken? Anything besides the Core Rules?

Yes, 2nd Edition.

And yes, sort of. It is written for stories told in the style of comic books. They recently put out a book, "Warriors and Warlocks", for games drawing inspiration from the Sword and Sorcery comics, like Conan and such. Rather than starting at power level 10, the game will be power level 6.

As for books, I use the core book, the Masterminds Manual, Ultimate Power, and Warriors and Warlocks. If you want to draw on feats from other sources, just give me the text and price it with the power system: if it's 1 point, it's a feat.

My house rules are mostly about limitations to keep things simple for me, as well as a few changes that help you out:

1) No Defense Score: I have merge Defense and Reflex. Toughness now trades off with Reflex. Attackers roll against your Reflex +10. If an attack requires an attack roll and allows a reflex save (like snare), then the attack is rolled against your Reflex +10 and then you roll a reflex save against the attack's DC. This saves characters a fair amount of points.

2) Save Balancing: Your Fort and Will saves must average out to Power Level. Your Toughness and Reflex must balance out to Power Level.

3) Save Caps: Saving throw caps are Power Level +5, but as previously stated they must average to your Power Level; thus if you want your Will to be PL+5, your Fort must be PL+1. Additionally, you cannot buy more ranks in a Save than your Power Level, so the only way to exceed it is to have a high ability score. Since you do not have to buy ranks in a save, it is possible for someone with a high Wisdom to get by without buying ranks in Will if they also want their Fort to be high.

4) Ability Score Caps: Ability scores cannot exceed 18, before racial and size bonuses. In order to purchase 2 additional points on an ability score, you must purchase the "Extraordinary Specimen" feat, which allows you to buy a score up to 20 (before racial and size bonuses) (this is, in effect, buying 2 ranks of the "Enhance" power and then purchasing the Innate Power Feat).

5) Skill Proficiency: Skill ranks are not bought; instead you buy proficiency in a skill. Proficiency in a skill costs 1 point and grants +5 to that skill. All skill modifiers also gain a bonus equal to Power Level. (This is primarily because it makes it much faster for me to build NPCs and creatures).

6) Power Arrays and Power Sources: A power array can only belong to one power source. For instance, a warrior's suite of maneuvers all have the "Training" power source, while a fire wizard's spell array has the "Fire" power source. A character can possess multiple power arrays. You must be able to reasonably justify how you are achieving a given effect with the descriptors of a power source.

7) Power Rank Requirements: Each of the elemental power sources have linked ability scores (the exact links are yet to be decided, as I would like to adjust the ability scores so there are 4 physicals, 4 mentals, and Aether). In order to have a Power at X rank, your ability score in the associated ability must be equal to 10+X. Physical magic is linked to the related physical ability score (which is simple: Air and Water are Dex, Fire is Str, Earth is Con), while Mental and Void magic is linked to the related mental ability score (I originally intended Air and Earth to be Wis, Fire to be Cha, and Water to be Int, but it's looking more like Air is Wis, Earth is Int, and Fire and Water are Cha). Elemental magic can be tied to the mental or physical scores.

[th]Elemental[/th][th]Physical[/th][th]Mental[/th][th]Aether[/th]
Magic
AirAir, SoundSpeed, TravelSensesTime, Psychic
EarthStone, Soil, PlantsProtectionCreationWarding, Binding
FireFire, LightningStrength, ForceEmotions, CharmLight, Darkness
WateWater, Cold, AcidTransformationTrickeryHealing, Corruption

This table shows how effects relate to the elements. I'd also like to use it to help me decide upon how to redivide the ability scores. Let me know if you have input.
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Xeviat on September 24, 2009, 03:07:35 AM
Just putting up a bump here, I've given it a few days. Did I frighten anyone off with the house rules?

I forgot to mention another element of the house rules, but this one should be appreciated.

The game will be Power Level 6, and normally that would give players 90 points. I'm upping those points to 110, but the 20 extra points are used to pay for your racial and cultural ability templates (in effect they are passive containers with the innate and noticeable properties; it's only a DC 10 knowledge check to know the traits of the common races, so intelligent foes know that Ifrit are resistant to fire). Most racial containers are 15 points, and all cultural containers will be 5 points. The Halfling's racial container is only 10 points, so they get an extra five points (this may change if I decide on other constant halfling abilities), and the human's racial container is just an extra 15 points (that is why they are known for being adaptable).

So, enjoy getting some extra points.
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Nomadic on September 24, 2009, 03:36:51 AM
Nah you didn't scare me off... real life did. Unfortunately it's looking like I can't devote time to this, just too much school and work and not enough free time. Sorry :\
Title: Recruitment: Three Worlds Mutants and Masterminds Game
Post by: Xeviat on September 24, 2009, 04:55:10 AM
Ah, well, I'll wait for others then.