I'm working on a post-apocalyptic game called Rogue Mage (based on the novels of Faith Hunter) that uses the basic M&M system, but I've removed the attack bonus buy in favor of combat skills (more akin to GURPS or Unisystem with a melee blades or axes, etc.) and the Defense buy in favor of defensive skills.
These are things suggested in the Mastermind's book, but just how much would such a change like that annoy you as a gamer of the current system? Your thoughts, please.
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Christina Stiles
The Misfit Troll Word Wrangler
www.christinastiles.com
www.misfit-studios.com
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Question for those playing M&M
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Christina Stiles
- Ulthal
- Posts: 505
- Joined: Tue Apr 21, 2009 7:00 am
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CharlieRock
- Lore Drake
- Posts: 1946
- Joined: Sun Sep 24, 2006 7:00 am
I havn't looked at the Mastermind Rules but I think I know where your going with it. And to be honest it would not bother me a bit.
First of all, we're not playing 'Stock' M&M so my mind wouldnt be set on 'Stock' M&M rules as much as if you were running something like Bankrobbers of Freedom City or the published Lockdown adventure.
Second, the main complaint people had with 1st Edition M&M was that the characters weren't unique enough from each other. Making Attack/Defense into a sort of Skill Tree would be a big step in that direction. I think True20 does that anyway.
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The Rock says ...
Know your roll!
First of all, we're not playing 'Stock' M&M so my mind wouldnt be set on 'Stock' M&M rules as much as if you were running something like Bankrobbers of Freedom City or the published Lockdown adventure.
Second, the main complaint people had with 1st Edition M&M was that the characters weren't unique enough from each other. Making Attack/Defense into a sort of Skill Tree would be a big step in that direction. I think True20 does that anyway.
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The Rock says ...
Know your roll!