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Post by comicfan on Nov 29, 2010 23:40:47 GMT -5
I've noticed some people have this, and I've been reading up on it. Here are some printable character sheets. Also, for anyone who is wondering the stats on this game are wrong. It has superman's strength of 19, but by mass conversion that's abour 12 tons. Which is a strenght of 7 in the MURPG. F-bomb in Superman's power list he has Super strength, which increases his lifting strength to 23 (200,000 tons) which makes him 10+ in MURPG. So I think it's about right.
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Post by Deleted on Nov 29, 2010 23:47:13 GMT -5
Ah, I see that now. I still have allot of reading to do.
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Post by comicfan on Nov 29, 2010 23:51:16 GMT -5
The first week I had the book, I had similar moments.
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Post by Deleted on Nov 30, 2010 0:01:55 GMT -5
I'm sure we can find people interested in playing here
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Post by Dhark on Nov 30, 2010 5:17:46 GMT -5
I'm sure we can find people interested in playing hereI game there, and have seen a game or two start up recently... but I haven't had a chance to read through my bopy of the DCA rules yet. Bought too many new books on my last Amazon order :-P It's a great site, decent community.
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Post by WildKnight on Nov 30, 2010 7:23:13 GMT -5
No reason someone who was interested couldn't get a game of this going here, from what I've seen. I would certainly be willing to play.
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Post by Deleted on Nov 30, 2010 9:38:12 GMT -5
there's not a reason why we couldn't do it here, but die rolls are a huge reason to do it there. It's been a while since I gamed there, but best I remember the site has software built into it that let's you do die rolls quickly and easily. Plus, more players there are already familar with the MnM game mechanics. I'll play wherever, but rpol is a site designed fir dice games.
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Post by shenron on Nov 30, 2010 14:12:58 GMT -5
There are also websites that have die rollers where you can have it here and just copy and past the results.
I think M&M ruleset is one of the d20 systems where it is just roll a d20, add modifiers compare to target number. I am not sure what has been changed in 3rd edition.
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Post by comicfan on Nov 30, 2010 15:13:42 GMT -5
Skills have been lowered in number (Some of them being merged into others), attributes are now Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, and Perception instead of the standard 6 found in D20 games. There is no Attribute Modifier (You use the attribute number), and they split Reflex into Parry and Dodge for close and ranged combat respectively, which also determine your Defense for attacks.
As I've pointed out before I've never played M&M, so there might be other changes I'm unaware of, but these are the ones I know about after glancing at the M&M character sheets.
EDIT: Feats are now called advantages.
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Post by Deleted on Nov 30, 2010 23:36:16 GMT -5
Regardless I'm going to have to wait until winter break until I can read on the rules enough to learn the rules. MeM seems like a good system. I do like how they designated power levels and creation points. Right now I'm trying to wrap up things for this semester though. Blech.
Also, I thought it was cool they put the character sheets right there on their web site, and they even had a super boy CAD in one of their links. I thought that was pretty cool because he wasn't in the core book.
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Post by WildKnight on Nov 30, 2010 23:44:10 GMT -5
The Superboy sheet was from the quickplay that they put out. I ran it for a friend, he enjoyed it.
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Post by Deleted on Nov 30, 2010 23:45:54 GMT -5
If I have the time I may try to do some quick plays. Making the maps and stuff seem less detailed and easier to make than some good maps I've seen. Not that it's a bad map, but it seems easier to do something like that.
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Post by Deleted on Dec 1, 2010 22:19:06 GMT -5
I'm on Chapter 6 now of this book, and wow. The rules of this book are more fitting for super heroes than any books I've seen so far.
For example, you get a hero point for use in game play when the situation arises. So, you can't just power load on disadvantages, and I've had players do that, and have done it myself.
Another thing is that power levels determine the max number of powers, skills, and advantages your character can have. So, you have to keep your characters pretty well rounded, but whenever you gain 15 game points (or exp points that you get one of per gaming session) you can raise your gaming power level to the next level, and raise the maximum about of skills, or power action numbers you can have. It's pretty thought out.
I think any game I'm going to run in the future will probably be MnM based.
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Post by WildKnight on Dec 1, 2010 22:21:57 GMT -5
The power levels thing didn't balance things out in any previous edition of M&M. I have no reason to believe it does in DCA, either. Just because there's an effort to create a semblance of balance, doesn't mean there's actual balance.
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Post by Deleted on Dec 1, 2010 23:15:51 GMT -5
I donno, I haven't started playing it out good, but it seems like it really does. If you fallow the rules you can't just beef up one or two powers because of the cap of your power level makes you have to spend points elsewhere, but for multi powered heroes a cap doesn't seem to be an issue.
I'm suprised you of all people don't like MnM better though. In some of your house rules I can tell you barrowed some things like not allowing multiple stacks from diferent defenses. In MnM it does setuing very simular by giving the player a cap on defenses per power level.
As to the rule in your house rules that says stuff about stacking defenses from armor, and toughess MnM pretty much does the same thing.
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