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View Full Version : Mutants and Masterminds 3E Hitpoint system



Crusader808
2011-08-04, 02:56 PM
My regular game group expressed a fondness for the very flexible character creation rules in MnM, but not for the toughness save feature (which I actually like). I adapted this from the one in the old 2E masterminds manual. It has yet to be playtested, hopefully soon.

Starting hp of 10+ 5x STA score. So a +0 STA would have 10 hp, +8 con would have 50 hp, etc. Starting with negative stamina would not drop your HP below 10. When a character's stamina is reduced, so are their HP to a minimum of 10 (excluding other damage).

New Advantage: Toughness (Combat,Ranked) Adds 5 hp/rank. Limited to PL ranks.

Damage would be based on power rank and progesses like this: +0 = 1d3; +1 = 1d4; +2 = 1d6; +3 = 1d8; +4 and higher = damage bonus -2 in d6s. So a +8 blast would cause 6d6 dmg.

Damage chart
Bonus/Damage
-4= 1d2
-3= 1d2
-2= 1d2
-1= 1d2
0 = 1d3
1 = 1d4
2 = 1d6
3 = 1d8
4 = 2d6
5 = 3d6
6 = 4d6
7 = 5d6
8 = 6d6
9 = 7d6
10= 8d6
11= 9d6
12= 10d6
13= 11d6
14= 12d6
15= 13d6
16= 14d6
17= 15d6
18= 16d6
19= 17d6
20= 18d6

Critical hits increase the power of your attack by 5, so a +0 attack would become a 3d6 dmg effect, a +8 effect would become an 11d6 damage effect.

The protection power would grant damage reduction = power rank x2. The impervious extra increases this dr by 1/rank of impervious. So protection 8 would have dr 16/. Protection 8 (impervious 8) would grant dr 24/.

So how does this work with penetrating damage? in 2e it reduced the impervious value by the number of ranks of penetrating; in 3e it causes a certain amount of damage to "slip past" regardless of how impervious a target is. So penetrating here will do the same. it causes damage equal to it's rank regardless of dr.

Power level limits would still apply here (Stamina + Protection + Dodge (or parry) can't exceed 2x PL). For now the toughness feat isn't factored into this equation. Once playtested this may change.

Healing power restores 1 hp per rank per use.
Regeneration restores 1 hp per rank divided over a minute (10 rounds, regeneration 10 heals 1hp/round.

Just my starting thoughts.