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Abt Master 02b

Abt Master 02b

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Published by Aldo J. Regalado

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Published by: Aldo J. Regalado on Jul 20, 2010
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08/02/2010

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ALTERNATE BENCHMARKS FOR M&M: 3E
I love the game
DC Adventures
. Not only does it featurehalf of my favorite comic book characters (the otherhalf residing in the Marvel Universe), but it alsolaunched the third edition of 
Mutants and Masterminds
, one the best superhero RPGs evercreated. In most respects, the game earns an A+ fromme. The mechanics are streamlined and elegant, and
the layout is beautiful. I’m very pleased. That being said,
no game has ever satisfied me 100%, so there are acouple of areas that I feel need tweaking to suit myparticular gaming style. Those areas are the AbilityBenchmarks and the actual write-ups for some of theDC Heroes characters.
ABILITY BENCHMARKS
: I have two issues with theAbility Benchmarks as presented in the game. First, thevalues changed from
Mutants and Masterminds
2E, but
the designation for “Human Maximum” wasn’t adjusted
accordingly. In
Mutants and Masterminds
2E, for
example, the “Human Maximum” for all Abilities was
set at 25, which granted a +7 Modifier. A character witha Strength score at this level could lift up to 1,600 lbs.,which might seem excessive, but which came close tomatching the strength exhibited by Captain America
and other “peak human” characters as presented in the
comics. Mutants and Masterminds 3E maintains the +7
modifier as “Human Maximum” for Abilities, but the
values have now changed, so a character with a
Strength at that level can now lift 3 tons! As far as I’m
concerned, this no longer matches what I consider to be
“Human Maximum” scores in my campaigns.
 One solution to this dilemma is to assume that each
Ability has different “Maxima.” Indeed, the gamedesigners seem to have assumed as much. A “peakhuman” character like Batman, for instance, is
presented as having a Strength 4, a Dexterity 7, and a
 
Fighting 14. There is nothing wrong with this approach,
except that I personally don’t like it. It messes with my
sense of order, and it makes it confusing for my playersduring character creation. The rules and tablespresented in this document attempt to address theseconcerns by tweaking the Benchmarks presented in
DC  Adventures
.
CHARACTER WRITE-UPS
: Obviously, tweaking theAbility Benchmarks means tweaking some of the write-ups presented in DCA to match my rules changes. Inaddition, I prefer slightly different interpretations of some of the DC characters presented in
DC Adventures
.Specifically, I prefer my Batman a little more human
than “Bat
-
God,” and I prefer my Superman a bit more
powerful, cheery, optimistic, competent, and intelligentthan he has been presented for the last 15 years or so.
In addition, I’ve assigned values to some of my favorite
Marvel Characters and included these in the tables
below. Why? I just like ‘em!
 
NOTES ON ADJUSTMENTS
: I thought some of you mightbe interested in how I arrived at the new valuespresented below. First, I decided that 5 would be the
new “Human Maximum” for all Abilities. That meant
that I had to adjust all values from 1
 –
7 to fit the newbenchmarks. In general, I approved of the relativevalues that the game designers assigned to the variouscharacters in the core book, so I wanted to keep thoserankings consistent. In order to do so, I used thefollowing table:
ORIGINAL RANK ADJUSTED RANK1 12 23 34 45 46 57 5
The exception to this rule is Fighting, which the gamedesigners seemed to have treated different from all theother Abilities. What I did with Fighting was divide theassigned value by two (rounding down), and thenconverting that value using the above table. Batman, forinstance, has a Fighting 14 in the core book. Fourteen,divided by two is seven. If we then convert that valueusing the table above, Batman ends up with a Fighting5.
This is a good time to point out that lowering Batman’s
Fighting Ability in NO WAY lowers his combat ability inthe game. Indeed, his final combat values are prettyclose (if not identical) to those presented in the corebook. They are just purchased differently. The use of Advantages like Close Combat or Ranged Combat(which I treat as overall fighting skills) compensate forthe reduced Fighting score, so Batman remains abad@$$ on the battlefield, even while his FightingAbility is made consistent with the other Abilities.Stats above 7 were generally left as-is. I only adjustedthem if preferred a slightly different interpretation of the character. For the most part, this only happenedwith Batman, Superman and Wonder Woman.
MORE TO COME
: This is it for Abilities, but at some
point I’ll work out a similar document to in
cludeCombat and Defense Values. As already mentioned, theDC characters will have values in these areas that prettymuch match those in the core book (even when theirAbility scores change).The upcoming document, however, will present thosevalues for the Marvel characters, and will also explainthe method that I use to assign such values. I also planto post a conversion matrix that I use to port charactersbetween a series of systems, including HERO, SAGA,BASH, and Savage Worlds.In the meantime, I hope the following tables areinteresting, if not useful.CHEERS!Eletarmion
 
 
ALTERNATE BENCHMARK TABLE
CATEGORY RANK EXAMPLESWEAK HUMAN-5
Completely inept or disabled
-4
Weak; infant
-3
Younger child
-2
Child, elderly, impaired
-1
Below average; teenager
AVERAGE HUMAN 0
Average adult
HEROIC HUMAN1
Above average
2
Gifted
3
Best in a nation
4
One of the best in the world
5
Best ever, peak human
SUPERHUMAN6789
Spider-
Man’s Agility, Mister Fantastic’s Intellect
 
10WORLD CLASS SUPERHUMAN111213
Sub-
Mariner’s Strength and Stamina
 
1415
Thing’s Strength and Stamina
 
LEGENDARY SUPERHUMAN16
Wonder Woman’s Strength and Stamina
 
17181920
Superman’s Strength and Stamina
 
COSMIC ENTITY2122232425

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