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Grod_The_Giant
2013-04-09, 12:06 AM
In a recent thread, Amechra raised an interesting idea-- instead of attempting a systematic rewrite to balance 3.5, why not instead import the iconic D&D content to a system like M&M, where balance is already fairly good? Immediately upon reading that, lightbulbs went off in my head. 3.5's core is rotten on many levels. Any effort to revive the system would require rewrites of both per-existing content and the creation of a new core. But if we can steal the basic rules from somewhere else (www.d20herosrd.com)...

A few basic houserules, first:

Change Vehicles (Dex) to Ride (Agility)
Change Technology (Int) to Occult (Int), which also subsumes Expertise (Magic)
Lockpicking falls under Sleight of Hand
Damage comes in either “bruises” or “wounds.” Both are only -1 Toughness penalties-- bruises operate as normal, while wounds heal at a rate of 1/day of rest. Lethal attacks inflict wounds, while non-lethal inflict bruises.
The Affliction power can inflict the Dying condition as a third-degree condition. Targets don’t need to start making Fortitude checks until the following round, however.


Other houserules that I like, but that aren't really required


Make skills cost 1 point/3 ranks, rather than 1/2.
Make the Parry defense apply to both melee and ranged attacks. Rename it AC. Rename Dodge "Reflex."
Instead of rolling Toughness against damage +15, roll damage against Toughness +5. -1 Toughness for one degree of success, -1 and daze for two degrees, -1 and staggered for three degrees, and incapacitated with four degrees of success.
Roll 2d10 instead of 1d20 on Toughness (or damage) rolls, to even out some of the swinginess.




Races
Humans-- 0 points
no modifiers

Dwarves- 7 points

Ability Modifiers

Stamina +1
Presence -1


Skill Ranks

Expertise (any crafting) 5 ranks


Powers

Senses 2 (Darkvision)
Immunity 5 (Poison), Limited: half effect


Elves- 6.5 points

Ability Modifiers

Agility +1
Stamina -1


Skill Ranks

Occult 5 ranks


Powers

Senses 3 (Low-Light vision, Extended 1 vision, Extended 1 hearing)
Immunity 1 (Sleep)


Gnomes- 11 points

Ability Modifiers
none

Skill Ranks
none

Powers

Shrinking 4, Permanent
Senses 1 (Low-light vision)
Illusion 1 (Visual)


Half-Elves- 6 points

Ability Modifiers

Presence +1


Skill Ranks

Persuade 5 ranks


Powers

Senses 1 (low-light vision)
Immunity 1 (Sleep), limited: half effect


Half-Orcs- 4.5 points

Ability Modifiers

Strength +1
Intellect -1


Skill Ranks

Intimidate 5 ranks


Powers

Senses 2 (Darkvision)


Halflings- 12.5 points

Ability Modifiers

Agility +1


Skill Ranks

Athletics 5 ranks


Powers

Shrinking 4, Permanent



Classes
While it might well be possible to work class progressions into M&M format, I don't particularly want to do it. The sheer flexibility of point buy is, in my opinion, considerably better for character customization. Instead, for each "class," I've translated its mechanisms in isolation-- class skills, advantages associated with the class, and class abilities turned into powers. For some powers, I've presented multiple versions.

A note on these conversions: Due to the limits placed on offensive and defensive abilities by M&M's power level caps, pure buffs and damage bonuses are extremely difficult to simulate. Short of intentionally building your characters below power level outside, the only two effective ways seem to be Luck— which grants rerolls, not bonuses, but does allow you to succeed when you otherwise might have failed— or adding new modifiers (Impervious toughness, penetrating damage, etc).

Barbarian

Skills

Athletics
Expertise: Survival
Intimidation


Advantages

All-Out Attack
Power Attack
Ultimate Effort: Toughness Checks
Ultimate Effort: Fortitude Saves
Ultimate Effort: Strength checks
Diehard
Great Endurance
Second Chance


Powers


Power
Effects
Cost


Rage
Enhanced Strength X, Enhanced Stamina X, Reduced Fighting X, Reduced Dodge X, Reduced Will X. Sustained. Complication: can’t use social skills besides Intimidate while raging
1 point/2 ranks



Enhanced Advantages: All-Out Attack and Power Attack. Sustained. Complication: can’t use social skills besides Intimidate while raging
2 points



Enhanced Advantage: Luck X, limited to use with attack rolls, toughness rolls, and Strength checks. Sustained. Complication: can’t use social skills besides Intimidate while raging
1 point / 2 ranks of advantage; max 1/2 PL


Rage v2 (build character not to hit PL caps outside of rage)
Enhanced Strength X, Enhanced Stamina X, Immunity 5 (Interaction Skills), Continuous. Quirk -1 (lasts n rounds, then shuts off). Complication: can’t use social skills besides Intimidate while raging
9 points + 3 points/rank of enhanced abilities


Fast Movement
Speed X
1 point/rank


Uncanny Dodge
Advantage: Uncanny Dodge
1 point


Trap Sense
Immunity 5 (Traps)
5 points


Improved Uncanny Dodge
Senses 1 (Danger Sense)
1 point


Damage Reduction
Impervious Toughness
1 point/rank of Impervious, up to a max of your Toughness



Reaction (struck by an attack) Healing 1, Limited to Self, Limited: can't heal more damage than the attack dealt. Note: do not allow more than a point or two of Reaction Healing
3 points



Reaction (struck by an attack) Healing 1, Limited to Self, Limited: can't heal more damage than the attack dealt, Temporary. Note: do not allow more than a point or two of Reaction Healing
2 points


Indomitable Will
Impervious Will (May be Limited to while raging)
1 point/rank of Impervious, up to a max of your Will (1 point/2 ranks if Limited)



Immunity 30 (all effects resisted by Will), Limited to half effect, Limited to while raging
10 points


Tireless Rage
Immunity 5 (Fatigue effects)
5 points




Bard

Skills

Deception
Expertise: (any performance)
Insight
Persuasion


Advantages

Inspire
Leadership
Assessment
Teamwork
Connected
Fascinate
Jack of all Trades
Languages
Well-Informed


Powers


Power
Effects
Cost


Bardic Knowledge
Enhanced Advantage (Well-Informed); Enhanced [Persuasion or Investigate] X, Limited to use with Well-Informed advantage
1 point + 1 point/3 ranks of skill bonus



Bardic Music


Power
Effects
Cost


Countersong
Immunity 5 (Sonic); Also Affects Others, Burst Area, Selective, Reduced Duration (sustained or concentration)
20 points (if sustained duration) or 15 points (if concentration duration)


Fascinate
Affliction X (Entranced, resisted and overcome by Will); Perception (hearing) Area, Concentration, Double Limited Degree, Insidious
1 point + 1 point/rank; max ranks equal to power level



Enhanced Advantage (Fascinate); Enhanced [Deception, Intimidation, Persuasion, or Expertise] X
1 point + 1 point/3 ranks of skill bonus


Inspire Courage
Immunity 1 (Fear), Sustained, Also Affects Others, Perception (Hearing) Area, Selective
4 points


Inspire Courage/Greatness/Heroics
Luck Control 1 (spend Luck on another's behalf); Luck X, Perception (hearing) Area, Selective
5 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level


Inspire Competence
Variable X (skills and advantages); Limited: only enhances skills and talents the target already had; Affects Others Only, Ranged, Sense-Dependant (hearing)
6 points/rank


Suggestion
Affliction X— (Entranced -> Compelled, resisted and overcome by Will); Perception range, Sense Dependent (Hearing), Concentration, Limited Degree, Insidious

1 point + 1 points/rank; max ranks equal to power level


Freedom
Nullify X (magical effects), Broad, Simultaneous, Limited: may only be used to nullify harmful magic affecting a living subject
2 points/rank


Mass Suggestion
Affliction X— (Entranced -> Compelled, resisted and overcome by Will); Perception (hearing) Area, Concentration, Selective, Limited Degree, Insidious

1 point + 3 points/rank; max ranks equal to power level




Cleric

Skills

Occult
Expertise (Religion)
Insight
Persuasion
Treatment


Advantages

Leadership


Powers


Power
Effects
Cost


Turn Undead
Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead, Limited: only forces targets to flee
1 point/2 ranks



Damage X, Burst Area, Limited to Undead, Also Affects Incorporeal
2 points + 1 point/rank



Move Object X, Burst Area, Alternate Resistance: Will [on the area modifier], Damaging, Close, Concentration, Limited to pushing away, Limited to undead
1 point/rank


Rebuke Undead
Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead
1 point/ rank



Domain Powers


Power
Effects
Cost


Air
Alternate effect of Turn Undead which only affects earth creatures; AE of Rebuke Undead which only affects Air creatures
2 points


Animal
Comprehend 2 (speaking to and comprehending animals)
4 points


Chaos
Add a modifier such as Secondary Effect to chosen “chaos” spells
varies


Death
Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude)
1 point/rank


Destruction
Strength-based Damage X
1 point/rank



Penetrating X, Incurable, Variable Descriptor 1: any melee attack
2 points + 1 point/rank


Earth
Alternate effect of Turn Undead which only affects air creatures; AE of Rebuke Undead which only affects Earth creatures
2 points


Evil
Add a modifier such as Secondary Effect to chosen “evil” spells
varies


Fire
Alternate effect of Turn Undead which only affects water creatures; AE of Rebuke Undead which only affects Fure creatures
2 points


Good
Add a modifier such as Secondary Effect to chosen “good” spells
varies


Healing
Add a modifier such as Secondary Effect to chosen “healing” spells
varies


Knowledge
Add a modifier such as Secondary Effect to chosen “knowledge” spells
varies


Law
Add a modifier such as Secondary Effect to chosen “law” spells
varies


Luck
Advantage: Luck
1 point/rank of Luck, up to a maximum of ½ power level


Magic
Advantage: Artificer
1 point


Plant
Affliction X (Dazed -> Compelled -> Controlled, resisted and overcome by Will), Burst Area, Limited: only affects plants
1 point as an alternate effect of Turn Undead


Protection
Luck Control 1 (bestow hero point of luck advantage on others); Advantage: Luck
3 points + 1 point/rank of Luck, up to a maximum of ½ power level


Strength
Enhanced Strength, limited to Lifting. Sustained
1 point/2 ranks


Sun
Damage X, Burst Area, Limited to Undead, Also Affects Incorporeal, Incurable, Penetrating Y,
3 points + 1 point/rank of Damage + 1 point/rank of Penetrating


Travel
Immunity 5 (Entrapment), Sustained
5 points


Trickery
Skills: Deception, Stealth
1 point/2 ranks of skills


War
Add a modifier such as Secondary Effect to chosen “war” spells
varies


Water
Alternate effect of Turn Undead which only affects fire creatures; AE of Rebuke Undead which only affects Fire creatures
2 points




Druid

Skills

Expertise (Nature)
Occult
Perception
Treatment
Ride


Advantages

Animal Empathy


Powers


Power
Effects
Cost


Animal Companion
Advantage: Sidekick X
1 point/rank


Wild Empathy
Advantage: Animal Empathy; Enhanced Insight (limited to use with animals); Enhanced Persuasion, (limited to use with animals)
1 point + 1 point/2 ranks of skills


Woodland Stride
Movement 1 (sure-footed 1), Limited to natural environments
1 point


Trackless Step
Movement 1 (Trackless)
2 points


Resist Nature’s Lure
Immunity 20 (Magic); Limited to fey magic
10 points



Impervious Will, Limited to use against Fey abilities
1 point/2 ranks; max ranks equal to your Will defense


Venom Immunity
Immunity 5 (Poison)
5 points


A Thousand Faces
Morph 2 (People of your size and gender)
10 points.




1 point as an Alternate Effect of Wild Shape


Timeless Body
Immunity 1 (Aging)
1 point



Wild Shape


Power
Effects
Cost


Animals- Appearance only
Morph 3 (Animals)
15 points


Animals- Limited number of distinct forms
Morph 3 (Animals), Metamorph X
15 points + 1 point/rank of Metamorph


Animals- Unlimited forms
Variable X (Animal forms)
7 points/rank


Plants
As animal powers, but with the descriptor being plant forms



Elementals
Morph 2 (Elementals), Metamorph 4 (air, earth, fire, and water elemental forms)
14 points




1 point as an Alternate Effect of Wild Shape


Tiny
Add Shrinking X to basic wild shape power
2 points/rank of Shrinking


Huge
Add Growth X to basic wild shape power
2 points/rank of Growth




Fighter

Skills

Athletics
Expertise (war)
Intimidation
Perception
Ride
Treatment


Advantages

(all combat advantages)
Leadership
Seize Initiative
Assessment
Extraordinary Effort
Interpose
Teamwork


Powers
A pure port of the 3.5 fighter would simply have a long list of combat advantages. But the 3.5 fighter isn't a good class, and while the M&M version would function, we can do better. What follows are some suggested powers to simulate various combat styles.



Power
Effects
Cost


Two-Weapon Fighting
Split 1, Variable Descriptor 1: any melee attack
2 points



Multiattack, Variable Descriptor 1: any melee attack
1 point + 1 point/rank of melee damage modified


Archery
Advantage: Precise Attack 2 (cover and concealment, ranged attacks)
2 points



Advantage: Ranged Attack
1 point/rank



Multiattack, Variable Descriptor 1: any ranged attack
1 point + 1 point/rank of ranged damage modified


Sword-and-Board
Immunity 60 (effects targeting Dodge or Parry), Reduced Duration (concentration)
30 points



Immunity 60 (effects targeting Dodge or Parry), Unreliable
30 points



Immunity 30 (effects targeting Parry), [Reduced Duration or Unreliable]
15 points



Defect X
1 point/rank



Advantages: Improved Defense, Weapon Bind
2 points


Fighter Weapon Skill
Enhanced Strength, Limited to Damage
1 point/rank



Ranged Damage X, quirk -2: must be wielding a ranged weapon
2 points/rank, -2 points



Any modifiers; Variable Descriptor 2: any attack
2 points + cost of modifiers



Variable X (Combat Advantages), Reaction, counts as Limited
9 points/rank


Mount
Advantage: Sidekick
1 point/rank


Tripping
Strength-Based Damage X, linked to Affliction Y (hindered and vulnerable->stunned and prone, resisted by Dodge, overcome by Fortitude), Extra Condition, Limited Degree
1 point/rank of damage + 1 point/rank of affliction



Reaction (enemy enters your reach) Affliction X (hindered and vulnerable->stunned and prone, resisted by Dodge, overcome by Fortitude), Extra Condition, Limited Degree
4 points/rank




Monk

Skills

Acrobatics
Insight
Stealth


Advantages

All combat advantages, especially:




Chokehold
Fast Grab
Grabbing Finesse
Improved Disarm
Improved Grab
Improved Hold
Improved Trip
Uncanny Dodge
Weapon Bind


Assessment
Instant Up
Trance
Agile Feint


Powers


Power
Effects
Cost


AC Bonus
Advantage: Defense Roll
1 point/rank


Flurry of Blows
Multiattack, Variable Descriptor 1: any melee attack
1 point + 1 point/rank of melee damage modified


Unarmed Strike
Damage X (Strength-based)
1 point/rank



Enhanced Strength, Limited to Damage
1 point/rank


Evasion
Advantage: Evasion
1 point



Immunity 30 (all attacks offering a Dodge check), Limited: only after a successful dodge check
15 points


Fast Movement
Speed X
1 point/rank


Still Mind
Immunity 30 (all effects resistible by Will), Limited to half effect
15 points



Impervious Will
1 point/rank of Impervious, up to a max of your Will


Ki Strike
Add Incurable to Unarmed Strike power (or Strength-based Damage 0)
1 point



Add Penetrating X to Unarmed Strike power (or Strength-based Damage 0)
1 point/rank of Penetrating


Stunning Fist
Affliction X (dazed->stunned->incapacitated, resisted and overcome by Fortitude)
1 point/rank


Slow Fall
Movement 1 (Safe Fall), Limited: Only when near a surface
1 point


Purity of Body
Immunity 2 (disease, poison)
2 points


Wholeness of Body
Healing X, Limited to Self
1 point/rank


Improved Evasion
Immunity 30: all attacks offering a Dodge check
30 points


Diamond Body
Immunity 5 (Poison)



Abundant Step
Teleport X
2 points/rank


Diamond Soul
Immunity 20 (magic), Limited to Half Effect
10 points


Quivering Palm
Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude), Triggered
1 point + 1 point/rank


Timeless Body
Immunity 1 (Aging)
1 point


Tongue of the Sun and Moon
Comprehend 3 (Languages 3)
6 points


Empty Body
Insubstantial 4
20 points



And similar to the fighter, a few more power ideas that Monks maybe ought to have:


Effect
Cost


Leaping X
1 point/rank


Movement 2 (sure-footed 1, swinging)
4 points


Movement 1 (water-walking)
2 points




Paladin

Skills

Expertise (Religion)
Insight
Persuasion
Ride
Treatment


Advantages

Inspire
Fearless
Interpose


Powers


Power
Effects
Cost


Detect Evil
Senses 2 (Detect Evil, Ranged)
2 points


Smite Evil
Damage X, limited to use against Evil
1 point/2 ranks. Limited by Power Level



Penetrating X, Incurable, Limited to use against Evil; Variable Descriptor 1: any weapon or unarmed attack
1.5 points + 1 point/2 ranks of Penetrating



Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude); Linked to strength-based Damage Y; all Limited to use against Evil
1 point/2 ranks of affliction + 1 point/2 ranks of damage



Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon, limited: only against Evil
3 points



Enhanced Advantage: Luck X; limited to use when attacking an evil foe
1 point/2 ranks of Luck advantage; limited to 1/2 power level ranks


Divine Grace
Enhanced Fortitude, Enhanced Will, Sustained Duration
1 point/rank of enhanced defense, calculated independently



Impervious Fortitude, Impervious Will
1 point/rank of Impervious, up to a maximum of the defense rank, calculated independently



Advantage: Luck X, limited to use with active defense rolls
1 point / 2 ranks of advantage; max 1/2 PL


Lay on Hands
Healing X
2 points/rank


Aura of Courage
Immunity 1 (Fear), Also Affects Others, Area Burst 1, Selective; sustained duration
4 points


Divine Health
Immunity 1 (Disease)
1 point


Turn Undead
Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead, Limited: only forces targets to flee
1 point/2 ranks



Damage X, Burst Area, Limited to Undead, Also Affects Incorporeal
2 points + 1 point/rank



Move Object X, Burst Area, Alternate Resistance: Will [on the area modifier], Damaging, Close, Concentration, Limited to pushing away, Limited to undead
1 point/rank


Special Mount
Advantage: Sidekick X
1 point/rank of advantage


Remove Disease
Nullify X (Disease)
1 point/rank




Ranger

Skills

Acrobatics
Athletics
Expertise (Nature)
Insight
Investigation
Perception
Stealth
Ride
Treatment


Advantages

Favored Environment
Favored Foe
Animal Empathy
Hide in Plain Sight
Tracking


Powers


Power
Effects
Cost


Favored Enemy
Advantage: Favored Foe
1 point per Favored Foe



Incurable, Penetrating X; Variable Descriptor 1: any attack verses a favored foe
2 points + 1 point/rank of penetrating



Enhanced Advantage: Luck X; limited to use when attacking/defending against a favored foe
1 point/2 ranks of Luck advantage; limited to 1/2 power level ranks


Track
Advantage: Track; Enhanced Perception (limited to use with Track)
1 point + 1 point/ 3 ranks of Perception


Wild Empathy
Animal Empathy; Enhanced Insight (limited to use with animals); Enhanced Persuasion, (limited to use with animals)
1 point + 1 point/3 ranks of enhanced skills


Combat Style: Two-Weapons
Split 1, Variable Descriptor 1: any melee attack
2 points



Multiattack, Variable Descriptor 1: any melee attack
1 point + 1 point/rank of melee damage modified


Combat Style: Archery
Advantage: Precise Attack 2 (cover and concealment, ranged attacks)
2 points



Advantage: Ranged Attack
1 point/rank



Ranged Damage X, quirk -2: must be wielding a ranged weapon
2 points/rank, -2 points



Multiattack, Variable Descriptor 1: any ranged attack
1 point + 1 point/rank of ranged damage modified


Endurance
Advantage: Great Endurance
1 point


Animal Companion
Advantage: Sidekick X
1 point/rank of Sidekick


Woodland Strike
Movement 1 (sure-footed 1), Limited to natural environments
1 point


Swift Tracker
Quickness X, double limited to use while tracking
1 point/3 ranks


Evasion
Advantage: Evasion
1 point



Immunity 30: all attacks offering a Dodge check; Limited: only after a successful dodge check
15 points


Camouflage
Concealment 10 (all senses), Blending, Passive, Limited to natural terrain
4 points (rounded up)


Hide in Plain Sight
Advantage: Hide in Plain Sight
1 point




Rogue

Skills

Acrobatics
Athletics
Deception
Expertise (Streetwise)
Insight
Intimidation
Investigation
Perception
Persuasion
Sleight of Hand
Stealth


Advantages

Defensive Roll
Evasion
Improved Aim
Set-Up
Redirect
Uncanny Dodge
Assessment
Agile Feint
Connected
Contacts
Hide in Plain Sight
Improvised Tools
Jack-of-all-trades
Taunt
Well-Informed


Powers


Power
Effects
Cost


Sneak Attack
Damage X, limited to against vulnerable or defenseless targets
1 point/2 ranks. Limited by Power Level



Penetrating X, Incurable, Limited to use against vulnerable or defenseless targets; Variable Descriptor 1: any weapon or unarmed attack
1.5 points + 1 point/2 ranks of Penetrating



Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon, limited: only against vulnerable or defenseless targets
3 points



Enhanced Advantage: Luck X; limited to use when attacking a vulnerable or defenseless target
1 point/2 ranks of Luck advantage; limited to 1/2 power level ranks


Trapfinding
Senses 2 (Detect Traps, Ranged)
2 points


Evasion
Advantage: Evasion
1 point



Immunity 30: all attacks offering a Dodge check; Limited: only after a successful dodge check
15 points


Trap Sense
Immunity 5 (Traps)
5 points


Uncanny Dodge
Advantage: Uncanny Dodge
1 point


Improved Uncanny Dodge
Senses 1 (Danger Sense)
1 point



Special Abilities


Power
Effects
Cost


Crippling Strike
Weaken X (Strength), linked to Damage Y, limited to against vulnerable or defenseless targets
1 point/2 ranks of Weaken + 1 point/2 ranks of melee Damage




1 point/2 ranks of Weaken + 1 point ranks of ranged Damage


Defensive Roll
Advantage: Luck Y, limited to use with Toughness checks
1 point/2 ranks of advantage; limited to ½ power level


Improved Evasion
Immunity 30: all attacks offering a Dodge check
30 points


Opportunist
Reaction Damage X (Strength-based) [Trigger: foe within reach is struck by an attack]
4 points/rank


Skill Mastery
Advantage: Skill Mastery
1 point


Slippery Mind
Advantage: Second Chance (mind control)
1 point



Immunity 5 (mind control), Limited to Half Effect
2.5 points




Sorcerers & Wizards

Skills

Occult
Deception (Sorcerers)
Expertise (any) (Wizards)


Advantages

Artificer (Wizards)
Ritualist (Wizards)


Powers

Familiar


Power
Effect
Cose


Base
Advantage: Sidekick X
1 point/rank


Empathic Link
Senses 1 (Communications Link— empathic), Limited to subverbal feelings
½ point, spent by both master and familiar


Deliver Touch Spell
Triggered 1 (familiar hits target with melee attack), Variable Descriptor 2: any Close-ranged power.
3 points


Speak with Master
Senses 1 (Communications Link— auditory)
1 point, spent by both master and familiar


Spell Resistance
Immunity 20 (magic), Limited to Half Effect
10 points, spent by familiar


Scry on Familiar
Remote Sensing X (vision), Medium (familiar)
1 point/rank, spent by master



Differentiating Wizards and Sorcerers
The wizard and sorcerer are incredibly similar classes in 3.5, both receiving more-or-less identical chassis of spells and a familiar. In the absence of spell preparation, there's nothing to distinguish them. A few suggestions to make up for that loss:

Try the following power for wizards: Dark Knowledge- Advantage (Assessment); Enhanced Insight, Limited to use with Assessment advantage. 1 point + 1 point/3 ranks of skill
Only take Ritualist or Artificer as a wizard
Make wizards dependent on items for most of their magic, such as a staff or a spellbook, by adding the Easily Removeable flaw to their spell powers. -2 points per 5 points of the power's base cost
Have sorcerers take powers reflecting their heritage. For example:



Power
Effect
Cost


Draconic Scales
Protection X, Noticeable, Permanent
1 point/rank -1 point (minimum ½ point)


Draconic Breath
Damage X, Area (cone)
2 points/rank


Draconic Aura
Affliction X (Impaired, resisted and overcome by Fear), double limited degree, Reaction (enemy approaches within 30 feet), Perception-ranged
4 points/rank


Draconic Resistance
Immunity 5 (damage of one energy type)
5 points

Grod_The_Giant
2013-04-09, 12:10 AM
Magic
Casters are far more balanced compared to mundane characters in M&M than in 3.5 for the simple reason that both work exactly the same way. Famous "no" buttons often acquire either high point costs, impossible-to-circumvent resistance checks, or both. And, of course, "prepared" casting becomes very difficult to model.

At the same time, the most iconic "check" on magic's power in 3.5-- spells per day-- goes completely out the window. Players wishing to recreate may try one of the following methods:

Make it a complication. Similar to how ammo works, you're assumed to have enough power to keep going until the DM decides that you don't, in which case you get a hero point. This is the recommended solution.
Add the Fades flaw to all spells. This represents magic slowly draining until such time as you can recharge-- praying, studying spellbooks, or what have you.
Add the Unreliable flaw to all spells, using the "5 uses until you need to reload" option. A second application may reduce this to "1 use until you need to reload."


Characters should not create a single "magic" array. Instead, I recommend creating arrays based on the different schools, or different elements. In addition, I recommend for formerly-prepared casters the following new Advantage, proposed in the Luck power profile:

Luck (Power Stunt)- once per adventure, you may power stunt without becoming fatigued. You may not take this Advantage more than 1/2 power level times.

The Ritualist and Artificer Advantages are also good for simulating a caster who can prepare for anything given time and/or foresight.

Abjuration



Spell
Suggested Classes
Effect
Cost


Antimagic Field
Cleric, Sorcerer/Wizard
Nullify X (magic), Broad, Simultaneous, Sustained, Reduced Range
4 points/rank


Banishment
Cleric, Sorcerer/Wizard
Movement 1 (Dimension Travel), Attack, Increased Range; Movement X (Dimension Travel), Attack, Increased Range, limited to increasing DC
3 points + 2 points/rank


Break Enchantment
Bard, Cleric, Paladin, Sorcerer/Wizard
Nullify X (magical effects), Broad, Simultaneous, Limited: may only be used to nullify harmful magic affecting a living subject
2 points/rank


Dimensional Anchor
Cleric, Sorcerer/Wizard
Nullify X (extra-dimensional travel), Sustained
3 points/rank


Dispel Magic
Bard, Cleric, Druid, Paladin, Sorcerer/Wizard
Nullify X (magic), Broad, Simultaneous
3 points/rank




Nullify X (magic), Area, Broad, Simultaneous
4 points/rank


Endure Elements
Cleric, Druid, Paladin, Ranger, Sorcerer/Wizard
Immunity 2 (environmental heat and cold), Sustained, Affects Others
4 points


Explosive Runes
Sorcerer/Wizard
Damage X, Alternate Resistance: Dodge, Triggered (someone reads runes), Noticeable
1 point/rank


Freedom of Movement
Bard, Cleric, Druid, Ranger
Immunity 5 (entrapment), Sustained, Also Affects Others
15 points


Globe of Invulnerability
Sorcerer/Wizard
Immunity 20 (magic), Sustained, Area burst
40 points


Magic Circle Against Evil
Cleric, Paladin, Sorcerer/Wizard
Immunity 5 (Mind Control), Sustained, Selective, Area burst; Immunity 5 (Summoned creatures), Sustained, Selective, Area burst
30 points


Mind Blank
Sorcerer/Wizard
Immunity 15 (Mental effects), Sustained, Also Affects others
20 points


Prismatic Wall
Sorcerer/Wizard
Create X, Stationary, Impervious, Limited to straight walls; linked to Reaction (touching the wall) Damage Y, variable descriptor 1 (fire, acid, electricity, or poison; randomly selected); Immunity 1 (this spell)
2 points + 2 points/rank of Create + 4 points/rank of Damage




Immunity 1 (this spell), Create Y, Stationary, Impervious, Limited to straight walls; linked to Reaction Damage X, Variable Descriptor 1 (fire, acid, electricity, or poison; randomly selected), double Unreliable (25% chance); linked to Reaction Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), double Unreliable; linked to Reaction Affliction X (Hindered -> Immobile -> Transformed (stone), resisted and overcome by Fortitude), double Unreliable; linked to Reaction Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), double Unreliable;
2 points + 3 points/rank of Create +8 points/rank of damage and affliction effects (each individually 2/rank)


Protection from Energy
Cleric, Druid, Ranger, Sorcerer/Wizard
Immunity 10 (acid, cold, electricity, fire, or sonic), Sustained, Also Affects Others, Unreliable (5 uses before fading). 4 alternate effects for the other elements
14 points


Protection from Evil
Cleric, Paladin, Sorcerer/Wizard
Immunity 5 (Mind Control), Also Affects Others, Sustained linked to Immunity 5 (Summoned creatures), Also Affects Others, Sustained
20 points


Resist Energy
Cleric, Druid, Paladin, Ranger, Sorcerer/Wizard
Immunity 10 (acid, cold, electricity, fire, or sonic), Sustained, Also Affects Others. 4 alternate effects for the other elements
24 points


Shield of Faith
Cleric
Luck Control 1 (bestow hero point of luck advantage on others); Advantage: Luck
3 points + 1 point/rank of Luck, up to a maximum of ½ power level




Impervious on Toughness, Also Affects Others, Sustained
2 points/rank, up to a maximum of the target’s Toughness


Shield Other
Cleric, Paladin
Reaction (ally is struck by an attack) Healing X, Perception Ranged, Empathic
6 points/rank


Stoneskin
Druid, Sorcerer/Wizard
Impervious on Toughness, Also Affects Others, Sustained, Unreliable (5 uses before fading)
1 point/rank, up to a maximum of the target’s Toughness




Immunity 30 (weapons and unarmed attacks), Also Affects Others, Sustained, Unreliable (5 uses before fading)
30 points




Conjuration



Spell
Suggested Classes
Effect
Cost


Acid Arrow
Sorcerer/Wizard
Ranged Damage X, Secondary Effect
3 points/rank


Black Tentacles
Sorcerer/Wizard
Move Object X, Area Burst, Limited to Grabbing
2 points/rank




Affliction X (Hindered and Vulnerable -> Immobile and Defenseless, Resisted and Overcome by Strength), Ranged, Area Burst, Alternate Resistance (Strength +1), Extra Condition, Limited Degree, Concentration
5 points/rank


Cloudkill
Sorcerer/Wizard
Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fort), Ranged, Area Cloud; linked to Concealment 4 (all visual), Attack, Area Cloud
12 points + 3 points/level


Create Water
Cleric, Druid, Paladin
Transform X (Air -> Water), Permanent
2 points/rank


Cure ____ Wounds/Heal
Bard, Cleric, Druid, Paladin, Ranger
Healing X
2 points/rank


Dimension Door
Bard, Sorcerer/Wizard
Teleport X, Increased Mass Y
2 points/rank of teleport + 1 point/rank of Increased Mass


Gate
Cleric, Sorcerer/Wizard
Movement 3 (Dimension Travel 3), Portal. (Stolen from the Teleport power; not strictly RAW but plausible)
12 points




Summon X (Variable Type 2— extraplanar creatures), Heroic, Attitude (Indifferent)
5 points/rank


Glitterdust
Bard, Sorcerer/Wizard
Nullify X (Invisibility), Area Burst, Alternate Resistance (Dodge); Affliction Y (visually Impaired -> visually Disabled -> visually Unaware, resisted by Dodge, overcome by Fortitude), Ranged, Area Burst
2 points/rank of Nullify + 3 points/rank of Affliction


Grease
Bard, Sorcerer/Wizard
Affliction X (vulnerable -> prone, resisted and overcome by Dodge), Ranged, Area Burst, Limited Degree
2 points/rank


Mage Armor
Sorcerer/Wizard
Protection X (sustained)
1 point/rank


Mage's Magnificent Mansion
Sorcerer/Wizard
Enhanced Advantage: Equipment Y (spend on headquarters. Key features are Isolated and Personnel); Movement 1 (Dimensional movement 1— headquarters dimension), Portal
3 points + 1 point/rank of Equipment


Major Creation
Sorcerer/Wizard
Create X, Continuous, Innate
1 point + 3 points/rank




Transform X (air to solids), Continuous
5 points/rank


Mount
Sorcerer/Wizard
Summon X
2 points/rank


Obscuring Mist
Cleric, Druid, Sorcerer/Wizard
Concealment 4 (all visual), Attack, Area Cloud
12 points


Planar Ally/Binding
Cleric, Sorcerer/Wizard
Summon X (Variable Type 2— extraplanar creatures), Heroic, Attitude (Indifferent)
5 points/rank


Plane Shift
Cleric, Sorcerer/Wizard
Movement 3 (Dimension Travel 3), Unreliable, Increased Mass Y
2 points/rank of Movement + 1 point/rank of Increased Mass


Raise Dead
Cleric
Healing X, Resurrection, Limited: only for resurrection
2 points/rank




Immortality X, Affects Only Others. (Dubious)
2 points/rank


Restoration
Cleric, Paladin
Healing X, Restorative, Limited: only restorative
2 points/rank


Solid Fog
Sorcerer/Wizard
Affliction X (hindered -> immobile, resisted and overcome by Strength), Ranged, Area Cloud, Alternate Resistance (Strength +1), Limited Degree; linked to Concealment 4 (all visual), Attack, Area Cloud
12 points + 3 points/rank


Stinking Cloud
Sorcerer/Wizard
Affliction X (Impaired -> Vulnerable->Incapacitated, resisted and overcome by Fortitude), Ranged, Area Cloud, Limited Degree; linked to Concealment 4 (all visual), Attack, Area Cloud
12 points + 2 points/rank


Summon Monster
Bard, Sorcerer/Wizard
Summon X, Active, Mental Link
1 point + 3 points/rank




Summon X, Active, Variable Type (extraplanar creatures), Mental Link
1 point + 5 points/rank


Summon Nature’s Ally
Druid, Ranger
Summon X, Active, Mental Link
1 point + 3 points/rank




Summon X, Active, Variable Type (animals), Mental Link
1 point + 5 points/rank


Teleport
Sorcerer/Wizard
Teleport X, Extended, Limited to Extended, Increased Mass Y
2 points/rank of teleport + 1 point/rank of increased mass


Wall of Stone/Iron/Ice
Cleric, Druid, Sorcerer/Wizard
Create X
2 points/rank


Web
Sorcerer/Wizard
Affliction X (hindered -> immobile, resisted and overcome by Strength), Ranged, Area Cloud, Alternate Resistance (Strength +1), Limited Degree
3 points/rank




Environmental 1 (mobility 2), Increased Range
3 points




Divination



Spell
Suggested Classes
Effect
Cost


Arcane Eye
Sorcerer/Wizard
Remote Sensing X (visual), Noticeable
1 point/rank


Arcane Sight
Sorcerer/Wizard
Senses 6 (Detect Magic, Ranged, Analytical; Detect Spellcasting, Ranged, Analytical), Sustained
6 points


Clairaudience/Clairvoyance
Bard, Sorcerer/Wizard
Remote Sensing X (visual and hearing)
3 points/rank


Comprehend Languages
Bard, Cleric, Sorcerer/Wizard
Comprehend 3 (Languages 2 and reading), Sustained

6 points


Contact Other Plane
Sorcerer/Wizard
Enhanced Advantage: Luck (GM inspiration) X
1 point/rank, max ranks equal to 1/2 PL


Detect Magic
Bard, Cleric, Druid, Sorcerer/Wizard
Senses 3 (Detect Magic, Ranged, Analytical), Reduced Duration (Concentration)
1.5 points


Detect _____
varies
Senses 3 (Detect ____, Ranged, Analytical), Reduced Duration (Concentration)
1.5 points


Divination
Cleric
Enhanced Advantage: Luck (GM inspiration) X
1 point/rank, max ranks equal to 1/2 PL


Identify
Bard, Sorcerer/Wizard
Senses 2 (Detect Magic Items, Analytical), Sustained
2 points


Legend Lore
Bard, Sorcerer/Wizard
Senses 4 (Postcognition), Limited to information about handled item, Quirk -1: slow, Sustained
1 point


Scrying
Bard, Cleric, Druid, Sorcerer/Wizard
Remote Sensing X (mental), double Limited to use for targeting this power; Mind Reading X, Sensory Link Limited to Sensory Link
1 point/2 ranks of remote sensing + 2 points/rank of mind reading




Remote Sensing X (all senses)
5 points/rank


Speak with Animals
Bard, Druid, Ranger
Comprehend 2 (animals, speaking and understanding), Sustained
2 points


Telepathic Bond
Sorcerer/Wizard
Senses 1 (Communication Link; mental), Also Affects Others, Ranged, Sustained
3 points


Tongues
Bard, Cleric, Sorcerer/Wizard
Comprehend 4 (all languages, anyone who hears you speak can understand you, reading and writing)
8 points


True Seeing
Cleric, Druid, Sorcerer/Wizard
Senses 7 (vision Counters all Concealment, Counters Illusion), Dimensional, Sustained
14 points


True Strike
Sorcerer/Wizard
Feature 3 (when you take the aim action, your next attack automatically hits; effect rank cannot be greater than PL), Sustained
3 points




Enhanced Advantage: Improved Aim, sustained
1 point




Enchantment



Spell
Suggested Classes
Effect
Cost


Aid
Cleric
Luck Control 1 (spend Luck on another's behalf); Advantage: Luck
3 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level


Animal Messenger
Bard, Druid, Ranger
Communication 3 (written message), Limited: one-way, Limited: slow
6 points


Charm Person
Bard, Sorcerer/Wizard
Perception-Ranged Affliction X (Entranced -> Compelled -> Controlled, resisted and overcome by Will); Limited: you don't control the target's actions, they merely act friendly towards you
2 points/rank


Confusion
Bard, Sorcerer/Wizard
Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Perception Range
3 points/rank


Daze
Bard, Sorcerer/Wizard
Affliction X (Dazed -> Stunned, resisted and overcome by Will), Perception Range, Limited Degree
2 points/rank


Dominate Person
Bard, Sorcerer/Wizard
Affliction X (Entranced -> Compelled -> Controlled, resisted and overcome by Will), Perception Range
3 points/rank


Feeblemind
Sorcerer/Wizard
Affliction X (mentally Impaired -> mentally Disabled -> Transformed, resisted and overcome by Will), Perception Range
3 points/rank


Heroism
Bard, Sorcerer/Wizard
Luck Control 1 (spend Luck on another's behalf); Advantage: Luck
3 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level


Hideous Laughter
Bard, Sorcerer/Wizard
Perception-Ranged Affliction X (Dazed -> Stunned -> Incapacitated, resisted and overcome by Will); Sense-Dependent (Hearing), Limited: only affects humanoids
1 point/rank


Hold Person
Bard, Cleric, Sorcerer/Wizard
Affliction X (Dazed -> Stunned -> Paralyzed, resisted and overcome by Will), Perception Range
3 points/rank


Irresistible Dance
Bard, Sorcerer/Wizard
Perception-Ranged Affliction X (Dazed and Vulnerable-> Stunned and Defenseless-> Incapacitated, resisted and overcome by Will); Sense-Dependent (Hearing), Extra Condition
3 points/rank


Prayer
Cleric, Paladin
Luck Control 1 (spend Luck on another's behalf); Luck X,
3 points + 1 point/point of Luck advantage, to a maximum of 1/2 power level


Sleep
Bard, Sorcerer/Wizard
Affliction X (Fatigued -> Exhausted -> Asleep, resisted and overcome by Will), Ranged, Area Burst (Alternate Resistance: Will 1/2)
3 points/rank


Suggestion
Bard, Sorcerer/Wizard
Affliction X— (Entranced -> Compelled, resisted and overcome by Will); Perception range, Limited Degree, Insidious

1 point + 2 points/rank; max ranks equal to power level




Evocation



Spell
Suggested Classes
Effect
Cost


Blade Barrier

Cleric
Damage X, Ranged, Area Line, Increased Duration (Continuous)
4 points/rank


Call Lightning
Druid
Damage X, Ranged, Indirect 2 (from above)
2 points + 2 points/rank


Chain Lightning
Sorcerer/Wizard
Damage X, Ranged, Area Burst on X/2 ranks
2.5 points/rank


Cone of Cold
Sorcerer/Wizard
Damage X, Area Cone
2 points/rank


Contingency
Sorcerer/Wizard
add Triggered 2 (Variable Trigger), Variable Descriptor 2: any spell
4 points


Daylight
Bard, Cleric, Druid, Paladin, Sorcerer/Wizard
Environment 2 (Light 2)
4 points


Darkness
Bard, Cleric, Sorcerer/Wizard
Environment 2 (Visibility 2)
4 points




Concealment 4 (all visual), Attack, Ranged, Area Burst
16 points


Divine Power
Cleric
Enhanced Fighting X, Strength Y
2 points/rank of enhanced ability




Advantage: Luck X, limited to use with attack rolls, toughness rolls, and Strength checks
1 point / 2 ranks of advantage; max 1/2 PL


Earthquake
Cleric, Druid
Affliction X (Dazed and Vulnerable -> Stunned and Prone, resisted by Dodge, overcome by Fortitude), Ranged, Area Burst 2, Extra Condition, Limited Degree, Limited to targets on the ground
3 points/rank




As above, but link to Damage Y, Ranged, Area Burst 2, Limited to targets on the ground
+3 points/rank of damage


Fireball
Sorcerer/Wizard
Damage X, Ranged, Area Burst
3 points/rank


Flame Strike
Cleric, Druid
Damage X, Ranged, Area Cylinder
3 points/rank


Flaming Sphere
Druid, Sorcerer/Wizard
Damage X, Ranged, Increased Duration (Concentration), Resistible (Dodge)
2 points/rank


Forcecage
Sorcerer/Wizard
Create X, Continuous, Impervious, Stationary, Affects Insubstantial 2, Limited to trapping
2 points + 3 points/rank


Gust of Wind
Druid, Sorcerer/Wizard
Move Object X, Area Line, Limited to pushing away
2 points/rank


Holy Word
Cleric
Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Will), Area Perception (hearing), limited to evil creatures
1 point/rank


Ice Storm
Druid, Sorcerer/Wizard
Damage X, Ranged, Area Cylinder; linked to Affliction Y (hearing Impaired and Hindered, resisted and overcome by Fort), Ranged, Area Cylinder, double Limited Degree, Extra Condition, Instant Recovery
3 points/rank of damage + 1 point/rank of affliction


Lightning Bolt
Sorcerer/Wizard
Damage X, Area Line
2 points/rank


Magic Missile
Sorcerer/Wizard
Damage X, Perception range, Affects Insubstantial 2, Split Y
2 points + 3 points/rank of damage + 1 point/rank of Split


Meteor Swarm
Sorcerer/Wizard
Damage X, Ranged, Area Burst, Multiattack
4 points/rank


Prismatic Spray
Sorcerer/Wizard
Damage X, Area Cone, Variable Descriptor 1 (fire, acid, electricity, or poison; randomly selected), double Unreliable (25% chance); linked to Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), Area Cone, double Unreliable; linked to Affliction X (Hindered -> Immobile -> Transformed (stone), resisted and overcome by Fortitude), Area Cone, double Unreliable; linked to Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Area Cone, double Unreliable
1 point + 2 points/rank (total; each individual effect is 1 point/2 ranks)


Scorching Ray
Sorcerer/Wizard
Damage X, Ranged, Split Y
2 points/rank of damage + 1 point/rank of Split




Damage X, Ranged, Multiattack
3 points/rank


Searing Light
Cleric
Damage X, Ranged; linked to Enhanced Advantage 4 (Improved Critical 4 [this spell]), Limited: only against undead
2 points + 2 points/rank




Damage X, Ranged; Limited: only against undead on half the ranks
1 points/rank of limited damage + 2 points/rank of unlimited damage


Shatter
Bard, Cleric, Sorcerer/Wizard
Transform X (Solids into broken bits)
3 points/rank


Wall of Fire
Druid, Sorcerer/Wizard
Damage X, Ranged, Area Line, Increased Duration (Continuous)
4 points/rank


Wind Wall
Cleric, Druid, Ranger, Sorcerer/Wizard
Immunity 5 (arrows and bolts), Also Affects Others, Area Line
15 points




Illusion



Spell
Suggested Classes
Effect
Cost


Blur
Bard, Sorcerer/Wizard
Concealment 4 (all visual), Partial
4 points


Color Spray
Sorcerer/Wizard
Affliction X (Dazed and visually Impaired -> Stunned and visually Disabled -> visually Unaware and Incapacitated, resisted and overcome by Will), Extra Condition, Area Cone
3 points/rank


Disguise Self
Bard, Sorcerer/Wizard
Morph 2 (people of roughly your size and gender)
10 points


Ghost Sound
Bard, Sorcerer/Wizard
Illusion X (auditory), Independent
2 points/rank


Hypnotic Pattern
Bard, Sorcerer/Wizard
Affliction X (Entranced, resisted and overcome by Will); Perception (sight) Area, Concentration, Double Limited Degree, Insidious
1 point + 1 point/rank; max ranks equal to power level


Invisibility
Bard, Sorcerer/Wizard
Concealment 4 (all visual senses), Passive
4 points


Major Image
Bard, Sorcerer/Wizard
Illusion X (all sense types)
5 points/rank


Persistent Image
Bard, Sorcerer/Wizard
Illusion X (all sense types), Independent
6 points/rank


Phantasmal Killer
Sorcerer/Wizard
Affliction X (Dazed -> Stunned -> Dying, resisted and overcome by Fortitude), Perception-ranged, Resistible (Will negates)
2 points/rank


Shadow Conjuration
Bard, Sorcerer/Wizard
Create X, Subtle 1, Resistible by Will (Will negates)
1 point + 1 point/rank




Summon X, Active, Mental Link, Variable Type 2 (extraplanar creatures), Resistible by Will (victim save lets them ignore effects of summoned creatures)
1 point + 4 points/rank




Variable X (Conjuration spells), Free Action, Resistible by Will (Will negates)
8 points/rank


Shadow Evocation
Bard, Sorcerer/Wizard
Damage X, Variable Descriptor 2 (any magic), Resistible by Will (Will negates); linked to Variable Y (modifiers to Damage), Free Action
2 points + 1 point/2 ranks of Damage + 9 points/rank of Variable (you probably need 1-2 ranks per 5 ranks of damage)




Variable X (Evocation spells), Free Action, Resistible by Will (Will negates)
8 points/rank


Silence
Bard, Cleric
Nullify X (speaking), Area Burst, Sustained; linked to Immunity 5 (sonic), Also Affects Others, Area Burst
15 points + 4 points/rank of Nullify





Necromancy



Spell
Suggested Classes
Effect
Cost


Animate Dead
Cleric, Sorcerer/Wizard
Summon X (skeletons), Controlled, Multiple Minions Y; Alternate Effect for zombies (identical)
1 point + 3 points/rank of summon; +2 points/rank of summon per application of Multiple Minions (so 5/rank, 7/rank, and so on)


Astral Projection
Cleric, Sorcerer/Wizard
Movement 1 (Dimension Travel 1- Astral Plane), Also Affects Others
3 points


Bestow Curse
Cleric, Sorcerer/Wizard
Affliction X (Impaired -> Disabled, resisted and overcome by Will), Perception-range, Limited Degree
2 points/rank




Weaken X (abilities), Broad, Perception-Range
4 points/rank


Blindness/Deafness
Bard, Cleric, Sorcerer/Wizard
Affliction X (visually Impaired -> visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Perception-range; Alternate Effect for deafness (as above, but hearing impaired, disabled, unaware)
1 point + 3 points/rank


Clone
Sorcerer/Wizard
Healing X, Resurrection, Limited: only for resurrection, Triggered: on specified character’s death
1 point + 2 points/rank




Immortality X, Continuous, Feature 2: resurrection at location of clone, not original body
2 points + 3 points/rank


Control Undead
Sorcerer/Wizard
Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Perception range, Limited: only affects undead
2 points/ rank


Enervation
Sorcerer/Wizard
Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude), Ranged
2 points/rank


Fear
Bard, Sorcerer/Wizard
Affliction X (Impaired -> Compelled, resisted and overcome by Will), Limited Degree, Area Cone, Quirk -2: Compelled can only force target to flee
1 point/rank, -2 points


Finger of Death
Sorcerer/Wizard
Affliction X (Fatigued -> Exhausted ->Dying, resisted and overcome by Fortitude), Perception-ranged
3 points/rank


Harm/Inflict ___ Wounds
Cleric
Damage X
1 point/rank


Poison
Cleric, Druid
Weaken X (Stamina), Secondary Effect
2 points/rank


Ray of Enfeeblement
Sorcerer/Wizard
Weaken X (Strength), Ranged
2 points/rank


Ray of Exhaustion
Sorcerer/Wizard
Affliction X (Fatigued -> Exhausted, resisted and overcome by Fortitude), Limited Degree, Ranged
1 point/rank


Slay Living
Cleric
Affliction X (Fatigued -> Exhausted ->Dying, resisted and overcome by Fortitude)
1 point/rank


Speak with Dead
Cleric
Comprehend 2 (Objects), limited to Corpses
2 points


Wail of the Banshee
Sorcerer/Wizard
Affliction X (Fatigued -> Exhausted ->Dying, resisted and overcome by Fortitude), Ranged, Area Burst
3 points/rank




Transmutation



Spell

Suggested Classes
Effect
Cost


Air Walk
Cleric, Druid
Flight X, Subtle, Also Affects Others, Limited to target’s base land speed
1 point + 2 points/rank


Alter Self
Bard, Sorcerer/Wizard
Morph 3 (humanoids)
15 points


Animate Objects
Bard, Cleric
Summon X (animated object), Perception-ranged, Limited to available objects
3 points/rank


Baleful Polymorph
Druid, Sorcerer/Wizard
Affliction X (Impaired -> Disabled -> Transformed), Perception-ranged
3 points/rank


Bear's Endurance
Cleric, Druid, Ranger, Sorcerer/Wizard
Enhanced Stamina X, Also Affects Others, Sustained
3 points/rank




Enhanced Advantage: Luck X, Also Affects Others, Sustained, Limited: only useable on Toughness and Stamina checks
1 point/rank of Luck, up to a maximum of ½ PL


Blink
Bard, Sorcerer/Wizard
Insubstantial 4, Unreliable
16 points


Bull's Strength
Cleric, Druid, Paladin, Sorcerer/Wizard
Enhanced Strength X, Also Affects Others, Sustained
3 points/rank




Enhanced Strength X, Limited to lifting, Also Affects Others, Sustained
2 points/rank


Cat's Grace
Bard, Druid, Ranger, Sorcerer/Wizard
Enhanced Agility X, Also Affects Others, Sustained
3 points/rank


Control Weather
Cleric, Druid, Sorcerer/Wizard
Environment X (Heat 1, Cold 1, Impede Movement 2, Visibility 2), Selective
7 points/rank


Disintegrate
Sorcerer/Wizard
Transform X (Solids to dust), Ranged, Continuous
5 points/rank




Weaken X (Toughness), Ranged
2 points/rank




Damage X, Ranged, Incurable
1 point + 2 points/rank


Eagle's Splendor
Bard, Cleric, Paladin, Sorcerer/Wizard
Enhanced Presence X, Also Affects Others, Sustained
3 points/rank


Enlarge Person
Sorcerer/Wizard
Growth X, Also Affects Others

3 points/rank


Entangle
Ranger, Druid
Environment X (Impede Movement 2), Ranged
3 points/rank




Affliction X (Hindered -> Immobile, resisted by Dodge, overcome by Strength), Ranged, Area Burst, Limited Degree, Alternate Resistance (Strength)
3 points/rank


Ethereal Jaunt
Cleric, Sorcerer/Wizard
Insubstantial 4
20 points


Expeditious Retreat
Bard, Sorcerer/Wizard
Speed X, Sustained
1 point/rank


Fabricate
Sorcerer/Wizard
Transform X (raw materials into finished products), Check Required (Expertise: Craft Y)
4 points/rank of transformed, -1 point/rank of check required




Quickness X, limited to crafting; Feature 2: no tools required
2 points + 1 point/rank of quickness


Feather Fall
Bard, Sorcerer/Wizard
Movement 2 (safe fall), Sustained
2 points


Flesh to Stone
Sorcerer/Wizard
Affliction X (Impaired and Hindered -> Disabled and Immobile -> Transformed, resisted and overcome by Fortitude), Extra Condition, Perception-Ranged
4 points/rank


Fly
Sorcerer/Wizard
Fly X, Also Affects Others
2 points/rank


Fox's Cunning
Bard, Sorcerer/Wizard
Enhanced Intellect X, Also Affects Others, Sustained
3 points/rank


Gaseous Form
Bard, Sorcerer/Wizard
Insubstantial 2, Also Affects Others
12 points


Glibness
Bard
Enhanced Deception X, Concealment 1 (Detect lies) [Limited: narrow sense type], Feature 3: lies bypass immunity to lie, Subtle. Sustained duration
5 points + 1 point/2 ranks of deception


Haste
Bard, Sorcerer/Wizard
Speed X, Also Affects Others; Multiattack on damage Y, Variable Descriptor 1: any weapon attack, Also Affects Others
1 point + 2 points/rank of speed + 2 points/rank of multiattack


Knock
Sorcerer/Wizard
Transform X (closed door to open door), Ranged
3 points/rank




Enhanced Skill (Sleight of Hand), limited to lockpicking; Feature 2: pick locks at range; Sustained
2 points + 1 point/3 ranks of the skill


Levitate
Sorcerer/Wizard
Fly X, Also Affects Others, Levitation
2 points/rank


Mage Hand
Bard, Sorcerer/Wizard
Move Object 1, Perception-range
3 points


Owl's Wisdom
Cleric, Druid, Paladin, Ranger, Sorcerer/Wizard
Enhanced Awareness X, Also Affects Others, Sustained
3 points/rank


Passwall
Sorcerer/Wizard
Teleport X, Limited (from one side of a wall to the other), Portal
3 points/rank


Reduce Person
Sorcerer/Wizard
Shrinking X, Also Affects Others

3 points/rank


Rope Trick
Sorcerer/Wizard
Enhanced Advantage: Equipment Y (spend on headquarters. Key feature is Isolated); Movement 1 (Dimensional movement 1— rope dimension), Portal
3 points + 1 point/rank of Equipment


Slow
Bard, Sorcerer/Wizard
Affliction X (Impaired and Hindered, resisted and overcome by Will), Extra Condition, double Limited Degree, Perception-Ranged
2 points/rank


Spider Climb
Druid, Sorcerer/Wizard
Movement 2 (Wall-crawling 2), Also Affects Others
6 points


Telekinesis
Sorcerer/Wizard
Move Object X, Perception-range
3 points/rank


Time Stop
Sorcerer/Wizard
Quickness X, Fades, Sustained
1 point/2 ranks


Transmute Mud to Rock
Druid, Sorcerer/Wizard
Transmute X (mud to rock), Ranged, Continuous
4 points/rank


Transmute Rock to Mud
Druid, Sorcerer/Wizard
Transmute X (rock to mud), Ranged, Continuous
4 points/rank


Water Walk
Cleric, Ranger
Movement 1 (Water-walking), Also Affects Others
3 points


Wind Walk
Cleric, Druid
Teleport X, Extended, Also Affects Others, Limited: Slow
3 points/rank




Insubstantial 2, Also Affects Others; linked to Fly X, Also Affects Others
16 points + 3 points/rank




A note on "Also Affects Others"-- this modifier was used for maximum flexibility, allowing, as it does, for the caster to buff himself and allies. It is entirely within reason to remove it, lowering the cost of the spell by one point/rank, and replace it with a 1-point alternate effect using the "Affects Only Others" modifier, to create a buff that can be placed either on yourself or allies, but not both.

Grod_The_Giant
2013-04-09, 12:11 AM
Tome of Battle
Note: strikes may be linked to a melee attack for a closer parallel to 3.5. It's hard to do this when weapons are involved. I recommend that the linked effect be something like:
Strike- Damage X, Strength-Based, Limited to the lower of this effect or your currently wielded weapon, Variable Descriptor 1: the same as your currently wielded weapon. 1 point + 1 point/2 ranks

All stances should be placed in a single array to preserve the 3.5 feeling.

Crusader

Skills

Athletics
Expertise (History)
Expertise (Religion)
Expertise (War)
Intimidation
Persuade
Ride


Advantages

Improved Defense
Weapon Bind
Weapon Break
Inspire
Leadership
Fearless
Interpose
Teamwork


Powers


Steely Resolve
Healing X, Limited to Self, double Temporary (healing lasts until the end of your next turn)
1 point/3 ranks


Furious Counterstroke
Enhanced Strength, limited to damage, limited to use when Steely Resolve is active
1 point/2 ranks. Limited by Power Level



Penetrating X, Incurable, Limited to use when Steely Resolve is active; Variable Descriptor 1: any weapon or unarmed attack
1.5 points + 1 point/2 ranks of Penetrating



Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude); Linked to strength-based Damage Y; all Limited to use when Steely Resolve is active
1 point/2 ranks of affliction + 1 point/2 ranks of damage



Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon, limited to use when Steely Resolve is active
3 points


Indomitable Soul
Enhanced Will, Sustained Duration
1 point/rank



Impervious Will
1 point/rank of Impervious, up to a maximum of your Will



Advantage: Luck X, limited to use with Will saves
1 point / 2 ranks of advantage; max 1/2 PL


Smite
Enhanced Strength, limited to damage.
1 point/rank. Limited by Power Level



Penetrating X, Incurable, Variable Descriptor 1: any weapon or unarmed attack
2 points + 1 point/ rank of Penetrating



Affliction X (dazed->stunned->dying, resisted and overcome by Fortitude); Linked to strength-based Damage Y
1 point/rank of affliction + 1 point/rank of damage



Enhanced Advantage: Improved Critical 4, Variable Descriptor 2: any weapon
6 points


Die Hard
Advantage: Diehard
1 point


Mettle
Immunity 60: all attacks offering a Fortitude or Will save; Limited: half effect
30 points




Swordsage

Skills

Acrobatics
Athletics
Expertise (History)
Expertise (Nature)
Expertise (Streetwise)
Expertise (War)
Insight
Intimidation
Perception
Ride
Stealth


Advantages

Accurate Attack
Defensive Attack
Defensive Roll
Improved Aim
Improved Critical
Move-By Action
Precise Attack
Redirect
Uncanny Dodge
Assessment
Agile Feint


Powers


Quick to Act
Advantage: Improved Initiative
1 point/rank of advantage


AC bonus
Protection X, Sustained
1 point/rank


Sense Magic
Senses 2 (Detect Magic, Analytical), limited to use with weapons and armor
1 point


Evasion
Advantage: Evasion
1 point



Immunity 30 (all attacks offering a Dodge check), Limited: only after a successful dodge check
15 points


Improved Evasion
Immunity 30 (all attacks offering a Dodge check)
30 points




Warblade

Skills

Acrobatics
Athletics
Persuade
Intimidation
Expertise (History)
Expertise (Streetwise)
Expertise (War)


Advantages

(all combat advantages)
Inspire
Leadership
Taunt


Powers
See also Fighter abilities


Weapon Aptitude
Variable X (combat advantages), counts as Limited, Slow
5 points/rank


Uncanny Dodge
Advantage: Uncanny Dodge
1 point


Battle Ardor
Advantage: Improved Critical (one melee type) X
1 point/rank



Luck Control 1 (force opponent to reroll), Limited to Toughness checks; Advantage: Luck (limited to use with Luck Control)
2 points + 1 point/2 ranks of Luck (to a maximum of 1/2 PL)


Battle Skill
Immunity 10 (disarm, grab, smash, trip), Limited to half effect
5 points


Battle Mastery
Reaction (opponent takes an action beside attacking) on Strength-based damage X
3 points/rank


Improved Uncanny Dodge
Senses 1 (Danger Sense)
1 point


Stance Mastery
create a second array of stances
varies





Maneuvers

Desert Wind



Maneuver
Effect
Cost


Burning Blade
Enhanced Strength, limited to Damage; Feature 1 (weapon engulfed in flame); Activation (move action) on all, Sustained
1 point/rank


Desert Tempest
Multiattack on melee damage X, limited to attacking multiple targets; Advantage: Move-By Attack
1 point+ 1 point/ 2 ranks


Dragon's Flame
Damage X, Area Cone
2 points/rank


Fan the Flames
Damage X, Ranged
2 points/rank


Fiery Assault (Stance)
Enhanced Strength, limited to Damage; Feature 1 (weapon engulfed in flame), Sustained
1 point + 1 point/rank


Fire Riposte
Reaction (struck by a melee attack) Damage X, Limited: once per round
3 points/rank


Flame's Blessing (Stance)
Immunity 5 (fire damage), Sustained
5 points


Holocaust Cloak (Stance)
Reaction (struck by a melee attack) Damage X
4 points/rank


Inferno Blast
Damage X, Area Burst
2 points/rank


Leaping Flame
Reaction (hit by attack) Teleport X (limited to moving next to attacker)
4 points/rank


Rising Pheonix (Stance)
Flight X, Limited (only within 10 feet of the ground)
1 point/rank


Searing Charge
Fly X, Limited (only when charging)
1 point/rank




Devoted Spirit



Maneuver
Effect
Cost


Castigating Strike
Burst Area on melee damage X, Variable Descriptor 1 (any melee attack)
1 point + 1 point/rank


Crusader's Strike
Healing X, Perception Range, Reaction (you strike a foe in melee)
7 points/rank


Divine Surge
Enhanced Strength, limited to Damage, Sustained
1 point/rank


Foehammer
Penetrating X, Variable Descriptor 1 (any melee attack)
1 point + 1 point/rank of Penetrating


Immortal Fortitude (Stance)
Immortality 20, Check Required (Fortitude X), Unreliable (5 uses)
20 points - 1 point/rank of check required


Shield Block
Immunity 60 (attacks targeting Dodge of Parry), Affects Others, Unreliable, Limited: 1/round
20 points


Thicket of Blades (Stance)
Reaction (opponent within reach moves) on Strength-based damage X
3 points/rank


Vanguard Strike
Affliction X (Vulnerable, resisted and overcome by Fighting), double Limited Condition, Alternate Resistance (Fighting +1)
1 point/2 ranks




Diamond Mind



Maneuver
Effect
Cost


Action Before Thought
Advantage: Luck X, limited to use with Dodge checks
1 point/2 ranks, limited to 1/2 PL


Avalanche of Blades
Multiattack on melee damage X, limited to attacking one target, Variable Descriptor 1 (any melee attack)
1 point + 1 point/2 ranks


Bounding Assault
Advantage: Move-by Attack
1 point


Disrupting Blow
Affliction X (Dazed -> Stunned, resisted and overcome by Fortitude), Limited Degree
1 point/2 ranks of affliction


Emerald Razor
Alternate Resistance: Reflex, Variable Descriptor 1: any melee attack
1 point


Hearing the Air (stance)
Senses 2 (Accurate Hearing), Sustained
2 points


Mind Over Body
Advantage: Luck X, limited to use with Fortitude checks
1 point/2 ranks, limited to 1/2 PL


Moment of Alacrity
Advantage: Seize Initiative
1 point


Ruby Nightmare Blade
Enhanced Strength X, Limited to Damage Check Required Y (Will)
1 point/rank of enhanced strength, -1 point/rank of check required


Time Stands Still
Multiattack on damage X, Variable Descriptor 1: any melee attack
1 point + 1 point/rank




Iron Heart



Maneuver
Effect
Cost


Absolute Steel (Stance)
Speed X
1 points/rank


Dancing Blade Form (Stance)
Elongation 1
1 point


Dazing Strike
Affliction X (Dazed -> Stunned, resisted and overcome by Fortitude), Limited Degree
1 point/2 ranks of affliction


Disarming Strike
Move Object X, Reduced Range, Limited to Disarms; Linked to a melee attack
1 point/2 ranks


Iron Heart Endurance
Healing X, Limited to self
1 point/rank


Iron Heart Focus
Advantage: Second Chance
1 point


Iron Heart Surge
Nullify X (conditions), Broad, Limited: self-only
1 point/rank


Lightning Recovery
Advantage: Luck, Limited to attack rerolls
1 point/2 ranks of Luck, limited to 1/2 PL


Lightning Throw
Line Area on melee damage X, Variable Descriptor 1 (any melee weapon)
1 point + 1 point/rank


Mithril Tornado
Multiattack on melee damage X, limited to attacking multiple targets, Variable Descriptor 1 (any melee attack)
1 point + 1 point/2 ranks


Punishing Stance (Stance)
Advantage: All-Out Attack
1 point


Wall of Blades
Immunity 30 (all attacks targeting parry), Unreliable
15 points




Setting Sun



Maneuver
Effect
Cost


Baffling Defense
Immunity 60 (attacks targeting Dodge or Parry), Limited: once per round, Check Required (Insight) X, Sustained
30 points - 1 point/rank of check required


Clever Positioning
Teleport 1, Attack, Alternate Resistance (Reflex), Limited: teleport to your position; Reaction (attack teleport works) Teleport 1, Limited: teleport to location of attack target
3 points


Counter Charge
Immunity 5 (charge attacks)
5 points


Feigned Opening
Reaction on melee damage X, Limited: only when taking the Defend option
2 points/rank


Fool's Strike
Immunity 30 (attacks targeting Parry), Reflect, Unreliable, Sustained
30 points


Mighty Throw
Move Object X, Damaging, Reduced Range, Reduced Duration (instantaneous)
1 point/2 ranks


Scorpion Parry
Advantage: Redirect; Enhanced Skill X: Deception, limited to use for Trick
1 point + 1 point/3 ranks


Step of the Wind (Stance)
Movement X (Sure Footed X)
2 points/rank


Tornado Throw
Move Object X, Damaging, Reduced Range, Reduced Duration (instantaneous), Multiattack, Advantage: Move-By Action
1 point + 1 point/rank




Shadow Hand



Maneuver
Effect
Cost


Assassin's Stance (Stance)
See the rogue's Sneak Attack options
See the rogue's Sneak Attack options


Balance on the Sky (Stance)
Flight X, Subtle, Limited: must have a hand free
1 point + 1 point/rank


Bloodletting Strike
Weaken X (Stamina)
1 point/rank


Child of Shadow
Concealment 4 (all visual), Partial, Limited: only on turns when you move
2 points


Clinging Shadow Strike
Affliction X (attack Impaired -> attack Disabled, resisted and overcome by Will), Limited Degree
1 point/2 ranks


Cloak of Deception
Concealment 4 (all visual), Limited: you turn visible at the end of your turn
2 points


Dance of the Spider (Stance)
Movement 2 (Wall Crawling 2)
4 points


Enervating Shadow Strike
Affliction X (Impaired -> Disabled -> Dying, resisted and overcome by Fortitude)
1 point/rank


Hand of Death
Affliction X (Hindered -> Immobile -> Paralyzed, resisted and overcome by Fortitude)
1 point/rank


One with Shadow
Insubstantial 4, Concentration duration
16 points


Shadow Stride
Teleport X, Medium (shadows)
1 point/rank


Shadow Noose
Damage X, Ranged, linked to Affliction X (Vulnerable -> Stunned, resisted and overcome by Fortitude), Limited Degree, Ranged
2 points/rank of damage + 1 point/rank of affliction


Strength-Draining Strike
Weaken X (Strength)
1 point/rank




Stone Dragon



Maneuver
Effect
Cost


Adamantine Bones
Immunity 80 (all attacks targeting Toughness), Limited: half effect, Limited: lasts 1 round, Activation (move)
39 points


Charging Minotaur
Reaction (hit with a Charge or Slam attack) Move Object X, Close, Reduced Duration (Instantaneous), Limited to Away
2 points/rank


Colossus Strike
Move Object X, Close, Reduced Duration (Instantaneous), Damaging
3 points/rank


Crushing Vise
Affliction X (Hindered -> Immobile, resisted and overcome by Fortitude)
1 point/2 ranks


Earthstrike Quake
Affliction X (Dazed and Vulnerable -> Stunned and Prone, resisted by Dodge, overcome by Fortitude), Area Burst, Extra Condition, Limited Degree, Limited to targets on ground
1 point/rank


Giant’s Stance (Stance)
Enhanced Strength, limited to damage, Sustained
1 point/rank


Mountain Hammer
Penetrating X, Variable Descriptor 1 (any melee attack)
1 point + 1 point/rank of Penetrating


Mountain Tombstone Strike
Weaken X (Stamina)
1 point/rank


Roots of the Mountain
Immunity 5 (grab, trip)
5 points


Stone Dragon’s Fury
Advantage: Improved Smash
1 point


Strength of Stone
Immunity 2 (critical hits), sustained
2 points




Tiger Claw



Maneuver
Effect
Cost


Claw At The Moon
Enhanced Strength X, Limited to Damage, Check Required Y(Athletics)
1 point/rank of strength, -1 point/rank of check required


Dancing Mongoose
Multiattack on damage X, Variable Descriptor 1: any melee attack
1 point + 1 point/rank


Death From Above
Leaping X, Limited to jumping next to foes
1 point/ 2 ranks


Feral Death Blow
Affliction X (Dazed -> Stunned -> Dying, resisted and overcome by Fortitude, Check Required Y(Athletics)
1 point/rank of affliction, -1 point/rank of check required


Fountain of Blood
Reaction (defeat an enemy) Affliction X (Impaired, resisted and overcome by Will), double Limited degree, Area Perception (sight), Selective
4 points/rank


Hunter’s Sense (Stance)
Senses 2 (Acute, Ranged olfactory), Sustained
2 points


Leaping Dragon Stance (Stance)
Leaping X
1 point/rank


Prey on the Weak
Advantage: Takedown
1 point




White Raven



Maneuver
Effect
Cost


Battle Leader’s Charge
Enhanced Strength, Limited to Damage, Limited to use while Charging
1 point/rank


Bolstering Voice
Impervious on Will, Affects only Others, Area Perception (Hearing), Selective
3 points/rank


Covering Strike
Affliction X (attack Impaired, attack Disabled), Limited Degree
1 point/2 ranks


Order From Chaos
Teleport 1, Limited: must move through intervening space, Affects only Others, Area Perception (Hearing), Selective
4 points/rank


Swarm Tactics (Stance)
Enhanced Advantage: Teamwork, Affects Also Others, Area Perception (Hearing), Selective
4 points


White Raven Tactics
Enhanced Advantage: Improved Initiative X, Perception Range, Sense-Dependant (Hearing)
2 points





Monsters
Thankfully, this has already been done very effectively (http://www.atomicthinktank.com/viewtopic.php?p=706712#p706712).


Requests

For eftexar, the Warlock

Skills

Deception
Intimidation
Expertise (Religion)
Insight
Occult


Advantages

Artificer


Powers


Ability
Effect
Cost


Eldritch Blast
Damage X, Ranged
2 points/rank


Detect Magic
Senses 3 (Detect Magic, Ranged, Analytical), Reduced Duration (Concentration)
1.5 points


Damage Reduction
Impervious Toughness, Quirk -1: not against Cold Iron
1 point/rank of Impervious, up to a max of your Toughness, -1 point


Deceive Item
Enhanced Advantage X: Luck (used to pay for using someone else’s magic device for a scene)
1 point/rank, up to a maximum of ½ PL


Imbue Item
Advantage: Artificer; Enhanced Skill (Occult), limited to use with the Artificer advantage
1 point + 1 point/3 ranks of skill



Any spell effect with the Removable or Easily Removable flaw added
Base cost of the spell, -1 or -2 points/5 points of total cost



Eldritch Essences are (mostly) Linked effects, added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.


Ability
Effect
Cost


Frightful Blast
Affliction X (Impaired, resisted and overcome by Will), Ranged, double Limited Degree
1 point/2 ranks



Affliction X (Impaired -> Disabled, resisted and overcome by Will), Ranged, Limited Degree
1 point/rank


Sickening/Noxious Blast
Affliction X (Impaired -> Stunned -> Incapacitated, resisted and overcome by Fortitude), Ranged
2 points/rank


Beshadowed Blast
Affliction X (visually Impaired, visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Ranged
2 points/rank


Brimstone Blast
add Secondary Effect

+1 point/rank to base Eldritch Blast cost


Hellrime Blast
Weaken X (Agility), Ranged
2 points/rank


Bewitching Blast
Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Ranged
2 points/rank


Repelling Blast
Move Object X, Limited to pushing away
1 point/rank


Vitriolic Blast
Weaken Toughness, Ranged, Secondary Effect
3 points/rank



add Secondary Effect

+1 point/rank to base Eldritch Blast cost


Utterdark Blast
Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude), Ranged
2 points/rank



Blast Shapes are (for the most part) modifiers added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.


Ability
Effect
Cost


Eldritch Spear
add Extended Range X
1 point/rank of Extended Range


Hideous Blow
Enhanced Strength X, limited to damage, Variable descriptor 1: any melee attack. (Also, eldritch blast descriptors)
1 point + 1 point/rank


Eldritch Chain
add Multiattack
+1 point/rank to base Eldritch Blast cost


Eldritch Cone
add Area Cone
+1 point/rank to base Eldritch Blast cost


Eldritch Doom
Damage X, Area Burst, Selective
3 points/rank




For Eldan, musings on the Binder
The binder, for example, would probably work via a big honking array of vestige powers. No, maybe Metamorph? No, you know what, Variable would probably work best for the Binder, truth be told. So you'd have, oh,

Soul Binding- Variable (Vestige Powers) X, Limited: must take entire packet at once, Slow. 5 points/rank.

And then you'd work out all the various vestiges, like so:

Acererak- 26 points + 1 point/rank of affliction + 3 points/rank of healing


Sign- Feature 1 (a gem replaces one of your teeth)
Detect Undead- Senses 3 (Detect Undead, Ranged, Analytical)
Hide From Undead- Concealment 10 (all senses), limited to Undead, Resistible (Will)
Lich's Energy Immunities- Immunity 10 (cold damage, electricity damage)
Paralyzing Touch- Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude)
Speak with Dead- Comprehend 2 (Objects), limited to Corpses
Undead Healing-- Immunity 5 (negative energy damage); Reaction (struck by negative energy) Healing Y, Limited to Self, Limited to rank of damage effect


The influence part would best be handled as complications.

For Amechra, the Swiftblade (at least his powers)



Power
Effect
Cost


Haste (a reminder)
Speed X, Also Affects Others; Multiattack on damage Y, Variable Descriptor 1: any weapon attack, Also Affects Others
1 point + 2 points/rank of speed + 2 points/rank of multiattack


Spring Attack (and upgrades)
Advantage: Move-By Action
1 point


Swift Surge
Speed X
1 point/rank


Blurred Alacrity
Immunity 60 (attacks targeting Dodge or Parry), double Unreliable (25% miss chance)
20 points


Arcane Reflexes
Advantage: Improved Initiative X
1 point/rank


Evasive Celerity
Immunity 20 (Magic), double Unreliable (25% miss chance)
7 points


Diligent Rapidity
Immunity 5 (Entrapment), Movement 1 (Water-Walking), Limited to while moving
6 points


Perpetual Options
Quickness X
1 point/rank


Innervated Speed
Summon (duplicate) X, Heroic, Controlled, Feedback
4 points/rank



Reaction (activate haste effect) Summon (duplicate) X, Heroic, Controlled, Feedback
7 points/rank




And another one for Zireael, the Blackguard

Skills

Expertise (Religion)
Heal
Intimidate
Persuade
Ride
Stealth


Advantages

Daze
Improved Smash
Power Attack
Startle
Takedown
Taunt
Weapon Break


Powers


Power
Effect
Cost


Detect Good
Senses 3 (Detect Good, Ranged, Analytical), Reduced Duration (Concentration)
1.5 points


Poison
Weaken Toughness X, Triggered 1 (chosen weapon attack damages target). Alternate Effects to Weaken other abilities.
1 point + 1 point/rank of Weaken + 1 point per Alternate Effect



Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude), Triggered 1 (chosen weapon attack damages target)
1 point + 1 point/rank


Dark Blessing
Enhanced Fortitude, Enhanced Will, Sustained Duration
1 point/rank of enhanced defense, calculated independently


Smite Good
See the Paladin for various Smite options
Varies


Aura of Despair
Reaction (Target approaches within 10 feet) Affliction X (Impaired, resisted and overcome be Will), double Limited Degree, Selective, Reach 1
1 point + 2 points/rank


Command Undead
Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead
1 point/ rank


Sneak Attack
See the Rogue for various Sneak Attack options
Varies


Fiendish Servant
Advantage: Sidekick
1 point/rank




For Starsign, the Dread Pirate



Power
Effect
Cost


Seamanship
Skill: Expertise (Sailing)
1 point/2 ranks


Two-Weapon Fighting
See the Ranger
Varies


Fearsome Reputation
Skill: Persuade or Intimidation
1 point/2 ranks


Rally the Crew
Immune 2 (Charm, Fear), Sustained, Affects Only Others, Burst Area, Selective
6 points



Advantage: Leadership
1 point


Sneak Attack
See the Rogue
varies


Acrobatic Charge
Movement X (Sure Footed)
2 points/rank


Luck of the Wind
Advantage: Luck
1 point/rank, up to a max of 1/2 power level


Scourge of the Sea
Affliction X (Impaired -> Disabled, resisted and overcome by Will), Burst Area, Selective, Limited Degree
2 points/rank



Advantage: Daze
1 point


Skill Mastery
Advantage: Skill Mastery (Acrobatics, Athletics)
2 points


Fight to the Death
Enhanced Advantage: Diehard, Affects Only Others, Burst Area, Selective; Enhanced Dodge X, Affects Only Others, Burst Area, Selective; Enhanced Parry X, Affects Only Others, Burst Area, Selective
3 points + 3 points/rank of enhanced Dodge or Parry


Motivate the Scum
Luck Control 1 (force a reroll); Luck X, Limited to Toughness checks against attacks made by your allies
2 points + 1 point/rank of Luck, up to a max of 1/2 power level


Pirate King
Advantage: Minion
1 point/rank



Advantage: Sidekick
1 point/rank




Another one for Starsign, the Warrior Skald



Power
Effect
Cost


Bardic Music
See Bard
Varies


Aura of Energy
Immunity 5 (Fatigue Effects), Sustained, Burst Area, Selective
15 points


Aura of Fear
Reaction (enemy approaches within 30 feet) Affliction X (Impaired -> Disabled, resisted and overcome by Will), Limited Degree, Perception-Ranged
5 points/rank


Song of Rage
Enhanced Strength X linked to Enhanced Stamina X linked to Reduced Fighting X linked to Reduced Dodge X linked to Reduced Will X. All Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant
1 point/rank



Enhanced Advantages: All-Out Attack and Power Attack, Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant
4 points




And a big job for Bfiderlein, all the way from Pathfinder, I give you the Alchemist!

Skills

Expertise (Alchemy)
Expertise (Nature)
Expertise (Occult)
Sleight of Hand
Treatment


Advantages

Throwing Mastery
Assessment
Artificer
Skill Mastery (Expertise (Alchemy))




Power
Effect
Cost


Alchemy
Enhanced Skill (Occult), limited to use with the Artificer advantage
1 point/3 ranks



Feature 1: Use Expertise (Alchemy) with the Artificer Advantage
1 point



Variable X (alchemical compounds), Slow
6 points/rank


Bomb
Ranged Damage X
2 points/rank



Ranged Damage X; Burst Area on half the ranks.
2 points/rank of Ranged Damage, + 1 point/rank of Burst Area



Ranged Burst Area Damage X
3 points/rank


Brew Potion
Advantage: Artificer
1 point


Mutagen
Enhanced Strength X, linked to Reduced Intelligence X, linked to Reduced Close Combat X, Activation (Move).
1 point + 1 point/3 ranks



Alternate Effect: Enhanced Agility X, linked to Reduced Awareness X, Linked to Enhanced Parry X, linked to Reduced Toughness X, Activation (Move).




Alternate Effect: Enhanced Stamina X, linked to Reduced Presence X, linked to Reduced Dodge X, linked to Reduced Parry X.



Throw Anything
Skill: Ranged Combat (Throwing)
1 point/2 ranks



Advantage: Throwing Mastery
1 point


Poison Resistance
Immunity 1 (Poison), limited to half effect
½ point


Swift Alchemy
Quickness 2, limited to use with alchemy/Artificer advantage.
1 point



Variable X (alchemical compounds), Quirk -2: requires materials to change
7 points/rank, -2 points


Swift Poisoning
Weaken Toughness X, Triggered 1 (chosen weapon attack damages target). Alternate Effects to Weaken other abilities.
1 point + 1 point/rank of Weaken + 1 point per Alternate Effect



Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude), Triggered 1 (chosen weapon attack damages target)
1 point + 1 point/rank


Poison Immunity
Immunity 1 (Poison)
1 point



Discoveries


Power
Effect
Cost


Acid Bomb*
Variable Descriptor 1 on bomb (acid or fire)
1 point



Linked Ranged Weaken Toughness X to bomb, original effect as Alternate Effect
1 point + 2 points/rank


Alchemical Simulacrum (Su)
Summon X (simulacrum), Heroic, Variable Type 1 (copy of a target), Attitude (Indifferent), Slow, Continuous
4 points/rank


Alchemical Zombie (Su)
Summon X (Zombie)
2 points/rank


Blinding Bomb*
Linked Ranged Affliction X (visually Impaired -> visually Disabled -> visually Unaware, resisted and overcome by Fortitude) to bomb; original effect as Alternate Effect
1 point + 2 points/rank


Bottled Ooze (Su)
Summon X (ooze), Variable Type 1 (oozes encountered), Active, Attitude (Indifferent)
3 points/rank


Breath Weapon Bomb*
Alternate Effect of Breath Weapon: Close Cone Area instead of ranged
1 point


Chameleon (Su)
Enhanced Skill (Stealth) X
1 point/2 ranks



Concealment 2 (normal vision), Blending
2 points


Change Alignment (Su)
Affliction X (Entranced -> Compelled -> Controlled, resisted and overcome by Will)
1 point/rank


Combine Extracts
Link two effects together
Varies


Concentrate Poison
Link two poison effects together
Varies


Concussive Bomb*
Variable Descriptor 1 on bomb (sonic or fire)
1 point



Linked Ranged Affliction X (hearing Impaired -> hearing Disabled -> hearing Unaware, resisted and overcome by Fortitude) to bomb; original effect as Alternate Effect
1 point + 2 points/rank


Confusion Bomb*
Linked Ranged Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will); original effect as Alternate Effect
1 point + 2 points/rank


Delayed Bomb
Triggered 1 (time) on bombs
1 point


Dispelling Bomb
Nullify X (magic), Broad, Simultaneous; original bomb as Alternate Effect
1 point + 3 points/rank



Nullify X (magic), Area, Broad, Simultaneous; original bomb as Alternate Effect
1 point + 4 points/rank


Elixir of Life
Healing X, Resurrection, limited to Resurrection
2 points/rank


Eternal Potion
Make a power permanent
Varies


Explosive Bomb*
Burst Area Damage X; original bomb as Alternate Effect
1 point + 3 points/rank.


Explosive Missile
Extended Range 1 on bomb effect
1 point/rank


Fast Bombs
Ranged Damage X, Multiattack; original bomb as Alternate Effect
1 point + 3 points/rank.


Feral Mutagen
Strength-Based Damage X
1 point/rank


Fire Brand (Su)
Enhanced Strength, limited to Damage; Feature 1 (weapon engulfed in flame), Sustained
1 point/rank


Force Bomb*
Variable Descriptor 1 on bomb (force or fire), Affects Insubstantial 2
3 points



Linked Move Object X, limited to Pushing, Affects Insubstantial 2 on both effects; original bomb as Alternate Effect
5 points + 1 point/rank


Frost Bomb*
Variable Descriptor 1 on bomb (cold or fire)
1 point



Linked Ranged Affliction X (Impaired and Hindered- > Disabled and Immobilized, resisted and overcome by Fortitude); original bomb as Alternate Effect
1 point + 2 points/rank


Grease Bomb*
Ranged Burst Area Affliction X (vulnerable -> prone, resisted and overcome by Dodge), Limited Degree; original bomb as Alternate Effect
1 point + 2 points/rank


Healing Touch (Ex)
Healing X
2 points/rank


Holy Bombs*
Variable Descriptor 1 on bomb (holy or fire)
1 point


Immolation Bomb*
Secondary Effect on bomb
+1 point/rank


Inferno Bomb*
Ranged Cloud Area Damage X, Concentration
4 points/rank


Infusion
Add Affects Also Others onto effects here
+1 point/rank


Lingering Spirit (Ex)
Advantage: Diehard
1 point


Madness Bomb
Ranged Weaken Awareness X
2 points/rank


Mummification (Ex)
Immunity 13 (Cold, paralysis, sleep)
13 points


Nauseating Flesh
Reaction (getting bitten) Affliction X (Dazed -> Stunned, resisted and overcome by Fortitude)
3 points/rank


Parasitic Twin (Ex)
Advantage (Second Chance; mind control)
1 point


Plague Bomb*
Ranged Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), Contagious
3 points/rank


Poison Bomb*
Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fort), Ranged, Area Cloud; linked to Concealment 4 (all visual), Attack, Area Cloud
12 points + 3 points/level


Precise Bombs
Add Selective to bomb effects
+1 point/rank


Preserve Organs (Ex)
Immunity 4 (sneak attacks, critical hits), Unreliable
2 points


Rag Doll Mutagen (Su)
Enhanced Skill (Sleight of Hand) X, limited to Escape Artist checks; Immunity 5 (Falling damage)
5 points + 1 point/ 3 ranks



Insubstantial 1 (fluid)
5 points


Rocket Bomb (Su)
Advantage: Power Attack, limited to use with bombs
½ point


Scrap Bomb (Su)
Add Secondary Effect to bomb
+1 point/rank


Shock Bomb*
Variable Descriptor 1 on bomb (acid or fire)
1 point



Linked Ranged Affliction X (Dazed -> Stunned -> Incapacitated, resisted and overcome by Fortitude); original bomb as Alternate Effect
1 point + 2 points/rank


Smoke Bomb*
Concealment 4 (all visual), Attack, Area Cloud
12 points


Spontaneous Healing (Ex)
Regeneration X
1 point/rank


Sticky Bomb
Add Secondary Effect to bomb
+1 point/rank


Stink Bomb*
Affliction X (Impaired -> Vulnerable->Incapacitated, resisted and overcome by Fortitude), Ranged, Area Cloud, Limited Degree; linked to Concealment 4 (all visual), Attack, Area Cloud
12 points + 2 points/rank


Strafe Bomb (Su)
Add Line Area to bomb effect
+1 point/rank


Sunlight Bomb*
Environment 2 (Light 2)
4 points


Tanglefoot Bomb*
Environment X (Impede Movement 2), Ranged
3 points/rank



Affliction X (Hindered -> Immobile, resisted by Dodge, overcome by Strength), Ranged, Area Burst, Limited Degree, Alternate Resistance (Strength)
3 points/rank


Tentacle (Ex)
Extra Limbs 1
1 point


Tumor Familiar (Ex)
Summon X (Familiar), Heroic, Mental Link. See the wizard for familiar abilities.
1 point + 4 points/rank


Vestigial Arm (Ex)
Extra Limbs 1
1 point


Wings (Ex)
Fly X, Wings
1 point/rank



Grand Discoveries


Awakened Intellect
Raise Intellect score by 2
4 points


Eternal Youth
Immunity 1 (Aging)
1 point


Fast Healing
Regeneration X
1 point/rank


Philosopher's Stone
Transform X (any material into gold), Continuous, Easily Removeable. Alternate effect turns anything into silver
1 point + 4 points/rank – 2 points/5 points of total cost.


Poison Touch
Weaken Toughness X. Alternate Effects to Weaken other abilities.
1 point/rank + 1 point per Alternate Effect



Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude)
1 point/rank

Amechra
2013-04-09, 12:51 AM
So someone actually heard my suggestion? Neatcakes!

Ninjadeadbeard
2013-04-09, 02:18 AM
I love you. I love you in a way that would make a young girl blush and a grown man cry. I am so on board with this idea. Subscribed!

Eldan
2013-04-09, 08:42 AM
A good next step would be monsters.

Is this M&M third edition? I seem to be seeing a few terms here I'm not familiar with.

I like M&M, but I was never able to make a character in it. I always end up with about 30 powers I absolutely must have for my character and unable to make a decision.

Zireael
2013-04-09, 09:35 AM
I absolutely love the idea, I need to dust off my M&M...

Will you be including non-core classes/races?

Grod_The_Giant
2013-04-09, 09:47 AM
Glad you guys are enjoying this so far. It's been a blast to work on. I've posted races, and classes up through the Fighter.

@Amechra-- it was you I have to thank for this idea? Good to know. I've now acknowledge you.


A good next step would be monsters.

Is this M&M third edition? I seem to be seeing a few terms here I'm not familiar with.
I'm planning on spells next. Luckily, someone's already done monsters (http://www.atomicthinktank.com/viewtopic.php?p=706712#p706712).

This is 3e, yeah. Sorry, I should have specified.


Will you be including non-core classes/races?
Eventually, perhaps. When I get done with my list of iconic spells, I might take requests.

Eldan
2013-04-09, 10:49 AM
I'm rather wondering how you pull of Vancian. The Sorcerer's strange demi-vancian doesn't sit well with me anyway, but for wizards, it's essential.
Just a long list of drawbacks and limitations, or something else?

In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.

Grod_The_Giant
2013-04-09, 12:12 PM
I'm rather wondering how you pull of Vancian. The Sorcerer's strange demi-vancian doesn't sit well with me anyway, but for wizards, it's essential.
Just a long list of drawbacks and limitations, or something else?

In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.
I dislike Vancian enough I wasn't even going to try-- you'll notice that nothing is getting per day limits of any sort. You could maybe approximate something with Fades?

Ninjadeadbeard
2013-04-09, 12:31 PM
In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.

Actually you could emulate the Spellbook idea by using the Device Power (2E is all I'm familiar with). It grants the Wizard power, but can be swiped away if need be.

Eldan
2013-04-09, 12:45 PM
Actually you could emulate the Spellbook idea by using the Device Power (2E is all I'm familiar with). It grants the Wizard power, but can be swiped away if need be.

That's what I meant with "item", yes. It's been a while since I last played M&M, I must have forgotten half the lingo.

Honestly, for me it's not a wizard if it can just sling around magic without some kind of tactical preparation and book study.

Grod_The_Giant
2013-04-09, 01:15 PM
OK. I've figured out a faster and, probably, easier to read way of posting powers, and just finished adding the rest of the base classes and updating the ones I'd already posted to the new format. So that's everything I have done, really, apart from a few scattered spells. I'll work on those soon enough.

Suggestions about having the wizard use a book were good, and I've added it as a suggestion for differentiating wizards and sorcerers.


Honestly, for me it's not a wizard if it can just sling around magic without some kind of tactical preparation and book study.
Well, there's always ye olde semi-abusive way of doing the wizard thing:
Wizard's Spellbook-- Variable X (magic), Slow, Easily Removable. 6 points/rank, -2 points for every 5 points of total cost.

But I wouldn't recommend that to anyone. Almost as bad is:

Ritual Caster-- Advantage: Ritualist; Quickness X, Limited (only useable with Ritualist advantage). 1 point + 1 point/2 ranks.

Both simulate the almost-unlimited nature of 3.5 prepared casters. The latter comes closer to Vancean casting, in that you're preparing one-shot "spells." But, well... the almost-unlimited flexibility of 3.5 prepared casters was kind of a scary part of the system.

Eldan
2013-04-09, 02:25 PM
I wouldn't do it like that. That's just silly.

Make it

Device (slow, easily removable) [Power you want]

With alternate powers, this gets just silly otherwise.

Or maybe nerf yourself on purpose and make it a new device for every power.

Edit: something that might interest you: Planewalker had some discussion for a while about converting Planescape to other systems. Someone did Mage, I remember, and I think someone did M&M too. You might at least get some races there. Maybe factions, too.

Ivellius
2013-04-09, 02:44 PM
I'm rather wondering how you pull of Vancian. The Sorcerer's strange demi-vancian doesn't sit well with me anyway, but for wizards, it's essential.
Just a long list of drawbacks and limitations, or something else?

In 2nd ed, I'd probably start Wizards out as item-users. Make their spellbook an easy to lose item that gives them access to a limited, array-specific magic power with a host of drawbacks to reflect preparation times.

I messed around with doing this in 2e, and at least in that version using two Limited-Use* flaws for each spell made sense. The first says 5 uses until the power needs recharging, so making the next flaw go to a once-per-day usage seems sensible. Basically, each rank would cost 2 points less than normal based on other aspects of the spell.

For instance, I had a set of 1st-level spells that all cost 1 power point for simplicity's sake. Magic Missile would be a Perception Blast (+1 damage) power that could be used once per day, based on the above flaws. I did racial packages that were worth around 5 points, if I recall correctly. Humans gained a bonus feat and some minor bonuses to bring their power up to that of other races.

I'm not sure how directly translateable to 3e that advice would be, but it was a fairly simple conversion for me. The thing it doesn't do very well is loot, but if your players don't care then that's easy enough.

* It's been a while since I looked at the books, so that terminology may not be exactly correct.

Needle
2013-04-09, 04:41 PM
Yes! I love how M&M works, so I love to see someone trying to befriend 3.X to them :smallsmile:

I downloaded the docx and I hope to see more :smallsmile:

Eldan
2013-04-09, 05:31 PM
Here. (http://www.planewalker.com/forum/planescape-mutants-and-masterminds-1) Second edition Warriors and Warlocks, but hopefully useful for inspiration.

Grod_The_Giant
2013-04-09, 06:30 PM
Some good ideas about handling spells-- Ivellius, you're right, such a flaw does exist in 3e (a secondary use for Unreliable), and would be a good way to handle spells/day. Or at least spells per unit of time. In any case, I've added a few paragraphs on spells, and written up the first school-- abjuration! (I'm going in alphabetical order). Amusingly, a first level spell (Protection from Evil) clocks in at 60 points for all its various effects, one of the most expensive powers I've ever built. An interesting commentary on the power of 3.5 magic, methinks.

EDIT: Also, Conjuration
EDIT 2: Also, Divination
EDIT 3: Also, Enchantment

Zireael
2013-04-10, 10:11 AM
I like the spells. I'm trying to wrap my head around the powers, but I think I get the rest of the M&M system.

Grod_The_Giant
2013-04-10, 10:21 AM
I like the spells. I'm trying to wrap my head around the powers, but I think I get the rest of the M&M system.
Glad you're enjoying them so far. I'm certainly having fun building them. Feel free to post here/PM me if you've got questions and I'll try to answer them.

Evocation spells are up, along with a new second version of Prismatic Wall which is probably the single most complicated power I've ever seen... but (in my not-so-humble-opinion) captures the prismatic approach almost perfectly.

When I finish the spells-- probably either today or tomorrow-- I'll make some example characters and start taking requests.

Draz74
2013-04-10, 10:24 AM
This is a cool idea. I'll study it at some point when I have time to learn the M&M system in more depth.

Grod_The_Giant
2013-04-10, 12:07 PM
Illusion is up

EDIT: and Necromancy. Only one school to go! Of course, I had to go and pick out 40 transmutation spells...

Ninjadeadbeard
2013-04-10, 06:03 PM
Illusion is up

EDIT: and Necromancy. Only one school to go! Of course, I had to go and pick out 40 transmutation spells...

I don't envy you. Maybe a little.

BTW, I'm just gonna steal your wonderful spell lists once they're done for my M&M Wizards game I'm hosting soon. Your lists made my M&M friends cry tears of joy. Almost literally. It was awkward...

Grod_The_Giant
2013-04-10, 07:41 PM
BTW, I'm just gonna steal your wonderful spell lists once they're done for my M&M Wizards game I'm hosting soon. Your lists made my M&M friends cry tears of joy. Almost literally. It was awkward...
Heh. Glad you guys like 'em.


I don't envy you. Maybe a little.
Bah, 'twas nothing compared with the greater scope of the project. Speaking of which...

BOOM, MOTHER******! 6 races, 11 base classes, and almost 200 spells, IN THE BAG! (Transmutation spells are posted). Thank god someone else already made monsters.

Next, I'll probably create a few example characters-- say, the classic four of Cleric, Fighter, Rogue, and Wizard, although one of each class is also possible. Probably at PL 5, which would be my recommended starting point.

I'll also take requests! If there's a feat, spell, race, class feature, or even an entire class you'd like to see converted...

Amechra
2013-04-10, 08:20 PM
You know what? I have a request.

ToB. Do it. You know you want to...

Grod_The_Giant
2013-04-10, 09:12 PM
You know what? I have a request.

ToB. Do it. You know you want to...
I'd be happy to do some sample maneuvers, but I don't want to do an entire huge set of spells all over again. Having said that, check back in a few days when I'm procrastinating my next essay. I'll give you 5 I think of as iconic off the top of my head:
{table=head]maneuver|effect|cost
Mountain Hammer|Penetrating X, Variable Descriptor 1: any melee attack|1 point + 1 point/rank of Penetrating
Time Stands Still|Multiattack on damage X, Variable Descriptor 1: any melee attack|1 point + 1 point/rank of Multiattack
Emerald Razor|Alternate Resistance: Reflex, Variable Descriptor 1: any melee attack|1 point
|Feature X: no attack roll, Variable Descriptor 1: any melee attack|X+1 points, where X is ½ power level
Wall of Blades|Immunity 30 (all attacks targeting parry), Unreliable|15 points
Iron Heart Surge|Nullify X (conditions), Broad, Limited: self-only|1 point/rank, limited by power level[/table]

Amechra
2013-04-10, 09:13 PM
I was joking. But thanks for those.

eftexar
2013-04-10, 09:39 PM
How about the Warlock's Eldritch Blast with some Eldritch Essences and Blast Shapes to modify it with?

Grod_The_Giant
2013-04-10, 10:20 PM
I was joking. But thanks for those.
I figured.


How about the Warlock's Eldritch Blast with some Eldritch Essences and Blast Shapes to modify it with?
Ask and ye shall receive. As a free bonus, also take the core class chassis.

Warlock

Skills

Deception
Intimidation
Expertise (Religion)
Insight
Occult


Advantages

Artificer


Powers
{table=head]Ability|Effect|Cost
Eldritch Blast|Damage X, Ranged|2 points/rank
Detect Magic|Senses 3 (Detect Magic, Ranged, Analytical), Reduced Duration (Concentration)|1.5 points
Damage Reduction|Impervious Toughness, Quirk -1: not against Cold Iron|1 point/rank of Impervious, up to a max of your Toughness, -1 point
Deceive Item|Enhanced Advantage X: Luck (used to pay for using someone else’s magic device for a scene)|1 point/rank, up to a maximum of ½ PL
Imbue Item|Advantage: Artificer; Enhanced Skill (Occult), limited to use with the Artificer advantage|1 point + 1 point/3 ranks of skill
|Any spell effect with the Removable or Easily Removable flaw added|Base cost of the spell, -1 or -2 points/5 points of total cost[/table]

Eldritch Essences are (mostly) Linked effects, added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.
{table=head]Ability|Effect|Cost
Frightful Blast|Affliction X (Impaired, resisted and overcome by Will), Ranged, double Limited Degree|1 point/2 ranks
|Affliction X (Impaired -> Disabled, resisted and overcome by Will), Ranged, Limited Degree|1 point/rank
Sickening/Noxious Blast|Affliction X (Impaired -> Stunned -> Incapacitated, resisted and overcome by Fortitude), Ranged|2 points/rank
Beshadowed Blast|Affliction X (visually Impaired, visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Ranged|2 points/rank
Brimstone Blast|add Secondary Effect||+1 point/rank to base Eldritch Blast cost
Hellrime Blast|Weaken X (Agility), Ranged|2 points/rank
Bewitching Blast|Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will), Ranged|2 points/rank
Repelling Blast|Move Object X, Limited to pushing away|1 point/rank
Vitriolic Blast|Weaken Toughness, Ranged, Secondary Effect|3 points/rank
|add Secondary Effect||+1 point/rank to base Eldritch Blast cost
Utterdark Blast|Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude), Ranged|2 points/rank[/table]

Blast Shapes are (for the most part) modifiers added onto the base Eldritch Blast power. Be sure to take the original power as a 1-point Alternate Effect if you want to be able to use it separately. To apply both a Blast Shape and an Eldritch Essence, purchase both as a single power.
{table=head]Ability|Effect|Cost
Eldritch Spear|add Extended Range X|1 point/rank of Extended Range
Hideous Blow|Enhanced Strength X, limited to damage, Variable descriptor 1: any melee attack. (Also, eldritch blast descriptors)|1 point + 1 point/rank
Eldritch Chain|add Multiattack|+1 point/rank to base Eldritch Blast cost
Eldritch Cone|add Area Cone|+1 point/rank to base Eldritch Blast cost
Eldritch Doom|Damage X, Area Burst, Selective|3 points/rank[/table]

Needle
2013-04-10, 11:27 PM
This is so nice <3 I love how the spells are done, and the possibility of having "weaker" versions of the "big ones", seems they'll work nice~ though I guess some game testing would polish things :smalltongue:

Any of that in mind?

Also, this kinda makes Mystic Theurge a non-sucky option, maybe :smallbiggrin:

Zireael
2013-04-11, 02:22 AM
My request: the drow race. And an explanation how TWF would work.

I'd like to see the ToB classes, too. We can worry about maneuvers later.

What about PrCs? Can they be converted at all?

Grod_The_Giant
2013-04-11, 10:01 AM
This is so nice <3 I love how the spells are done, and the possibility of having "weaker" versions of the "big ones", seems they'll work nice~ though I guess some game testing would polish things :smalltongue:
Glad you like it. Not sure what you mean by "weaker versions of the big ones," though.


My request: the drow race. And an explanation how TWF would work.

I'd like to see the ToB classes, too. We can worry about maneuvers later.

What about PrCs? Can they be converted at all?
Drow- 36.5 points (!)

Ability and skill mods

Agility +1
Intellect +1
Presence +1
Stamina -1
Occult 5 ranks


Racial Powers

Senses 3 (Darkvision, Extended 1 vision, Extended 1 hearing)
Immunity 1 (Sleep)
Spell Resistance: Immunity 20 (magic), Unreliable
Darkness: Concealment 4 (all visual), Attack, Ranged, Area Burst



Two-Weapon Fighting: M&M has no rules for this. By default, I think you can hold a weapon in each hand, and attack with either of them as you action. To get fancier, though, check out the powers I wrote for the Ranger and Fighter (they're the same) and a new one I made up right now:

Double Weapons: Damage X, Strength-based, Split 1, Easily Removable (1 point + 1 point/rank)-- This is a pair of weapons as a Device. You can attack one target with "both," making a single attack roll and dealing full damage, or you can attack two targets, making an attack roll against each splitting the damage up between them however you choose.
Split 1, Variable Descriptor 1: any melee attack-- This works as above, but lets you grab any two weapons and go. Or any one weapon, I suppose.
Multiattack, Variable Descriptor 1: any melee attack-- Multiattack is the modifier used for flurries, such as machine gun bursts. You either do extra damage to a single target if your attack roll is good enough, or you can attack lots of extra targets. This simulates the "tons of attack roll" aspect of TWF pretty well. The actual bit about using two weapons is a descriptor, nothing else.


PrC's can't be converted wholesale-- M&M's point buy doesn't really work that way-- but individual class features, or even the set of class features, can be converted.

I'll work on the ToB classes. I might ditch some of the boring "+number" effects like the Swordsage's Discipline Focus, though-- those sorts of things rarely translate well into M&M.

Grod_The_Giant
2013-04-11, 12:09 PM
Tome of Battle now moved to the front page.

TheWombatOfDoom
2013-04-11, 12:24 PM
WOW! wowowowowow. Impressed.

Currently reading everything with glee.

So, one question...how would you do PrC's? and that's on the second page....my bad.

Zireael
2013-04-11, 02:04 PM
*bows to Grod_The_Giant*

Thank you, sir!!!

(starts thinking of other awesome stuff that can be done with M&M...)

Eldan
2013-04-11, 02:06 PM
Hmm. I'm still wondering a bit how the more complex abilities would be handled. Say, something like the binder or some of the more creative homebrew PrCs. But I guess with creative application of drawbacks, pretty much anything can be made.

Grod_The_Giant
2013-04-11, 02:46 PM
*bows to Grod_The_Giant*

Thank you, sir!!!

(starts thinking of other awesome stuff that can be done with M&M...)
You're welcome.
(I've also done Exalted (http://www.giantitp.com/forums/showthread.php?t=258324), albeit in way less detail than here-- I had rules for anima and castes and stuff, but I never converted charms. I should probably go back and revise a bit now that the campaign's wrapped up)


Hmm. I'm still wondering a bit how the more complex abilities would be handled. Say, something like the binder or some of the more creative homebrew PrCs. But I guess with creative application of drawbacks, pretty much anything can be made.
It is somewhat harder to do complicated stuff because M&M doesn't just make up new situational rules whenever it wants, like 3.5 does. But you can probably make things work.

The binder, for example, would probably work via a big honking array of vestige powers. No, maybe Metamorph? No, you know what, Variable would probably work best for the Binder, truth be told. So you'd have, oh,

Soul Binding- Variable (Vestige Powers) X, Limited: must take entire packet at once, Slow. 5 points/rank.

And then you'd work out all the various vestiges, like so:

Acererak- 26 points + 1 point/rank of affliction + 3 points/rank of healing


Sign- Feature 1 (a gem replaces one of your teeth)
Detect Undead- Senses 3 (Detect Undead, Ranged, Analytical)
Hide From Undead- Concealment 10 (all senses), limited to Undead, Resistible (Will)
Lich's Energy Immunities- Immunity 10 (cold damage, electricity damage)
Paralyzing Touch- Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude)
Speak with Dead- Comprehend 2 (Objects), limited to Corpses
Undead Healing-- Immunity 5 (negative energy damage); Reaction (struck by negative energy) Healing Y, Limited to Self, Limited to rank of damage effect


The influence part would best be handled as complications.

In unrelated news, remember how I said I didn't want to convert ToB maneuvers because I didn't want to go through another huge long list right after doing spells? It turns out that I want to pay attention in class even less. I did select maneuvers from the first 6 schools this afternoon-- I'll post them with the base classes.

Eldan
2013-04-11, 02:49 PM
Yeah, that's one thing that never really made me happy about M&M.

I love abilities that take an entire page to write up in the rulebook and change depending on circumstances. They are the best abilities and often have the most flavour.

It's an amazing system, no doubt. But somehow, I can't imagine ever having a serious, involved game with it. More a sort of fun, beer and brezels kind of thing. Probably one-shot, too.

Grod_The_Giant
2013-04-11, 02:53 PM
It's an amazing system, no doubt. But somehow, I can't imagine ever having a serious, involved game with it. More a sort of fun, beer and brezels kind of thing. Probably one-shot, too.
To each his own. Personally, I loved the M&M campaign I ran. The characters had plenty of versatility-- without requiring players to remember pages of spells or maneuvers, I might add-- everyone contributed effectively in combat, combat was fast and fun, pretty much everyone could contribute out-of-combat as well. And, you know, good RP and story, but those are system-independent.

Eldan
2013-04-11, 03:06 PM
Oh, absolutely. But I find that some mechanics just lend themselves more easily to certian kinds of flavour. I mean, running M&M as a gritty, lethal survival game where you have to scavenge for resources is just unnecessarily difficult, to give one of hte worst possible examples.

My problem is just that I fail to see the inherent flavour in M&M, if it has any. It would be difficult for me to run a good campaign in it.

Plus, superheroes are a totally foreign territory for me, thoug hyou can run other things in the system, of course.

Grod_The_Giant
2013-04-11, 03:10 PM
Oh, absolutely. But I find that some mechanics just lend themselves more easily to certian kinds of flavour. I mean, running M&M as a gritty, lethal survival game where you have to scavenge for resources is just unnecessarily difficult, to give one of hte worst possible examples.
True. It is very much a cinematic action game. But D&D has never been good at gritty either, soo...


My problem is just that I fail to see the inherent flavour in M&M, if it has any. It would be difficult for me to run a good campaign in it.

Plus, superheroes are a totally foreign territory for me, thoug hyou can run other things in the system, of course.
I suppose you could pick up DC Adventures, which is M&M 3e set in the DC Comics universe. (Actually, I think DCA came first and 3e is the same system with the paint peeled off, but whatever). But I'm a total comics geek, so...

Eldan
2013-04-11, 03:13 PM
Oh, I like comics. A lot. But American comics are a pain to get over here, I have to order single issues and pay shipping cost and taxes. So I tend to focus on buying a handful of big collection paperbacks a year. Usually self-contained stories. Combine that with zero superhero exposure as a kid, and it's just not something I ever got into. I've read the odd Batman comic and one or two superman stories (though I still don't like any of them), but that's it for me.

As a kid, comics meant French, German and Italian comics. Tintin, Lucky Luke, Asterix and the monthly 300 page Disney fantasy/science fiction/adventure paperback. So that's what I know, pulp and high fantasy. These days, I just read a lot of Vertigo.

Grod_The_Giant
2013-04-11, 03:22 PM
But American comics are a pain to get over here, I have to order single issues and pay shipping cost and taxes.
There are... methods... such as cannot be discussed under forum rules... if you know what I mean... (this IS the internet we're talking about)

eftexar
2013-04-11, 03:33 PM
I can't find it for the life of me, but there was a website that publishers sent their comics to. You could buy them for $1 or 2 online. But there is also Comixology if a bit more expensive than the one I can't remember.

You also have to keep in mind copyright and trademark laws. Do your research first, but I don't believe it is illegal to view products on certain sites if they aren't licensed in your country.

To ban, prevent, or go after, you from viewing them, when you can't access them through normal commercial venues in your native language (forgive me, I don't know if it's English or not), in your country is technically a form of censorship and it may actually be against American laws for them to do so.

Of course just buying them online is easier than all the research to see whether or not it is legal to do so. And the licensing issue varies from from country to country. For example, I know it is perfectly legal to view Japanese manga in America if it isn't licensed in America, but I don't know if it works like that vice versa with American comics.

I had to take a class on copyright for my web degree and learned just how wonky some international copyright and trademark laws are. Some of them just don't make any sense at all.

Amechra
2013-04-11, 03:36 PM
I knew you had it in ya!

I'll see if I can convince some people I know to "playtest" this...

Eldan
2013-04-11, 03:43 PM
There are... methods... such as cannot be discussed under forum rules... if you know what I mean... (this IS the internet we're talking about)

There are. But I don't like reading on screen. Especially not comics.

Ninjadeadbeard
2013-04-11, 04:22 PM
As a kid, comics meant French, German and Italian comics. Tintin, Lucky Luke, Asterix and the monthly 300 page Disney fantasy/science fiction/adventure paperback. So that's what I know, pulp and high fantasy. These days, I just read a lot of Vertigo.

You, sir, have excellent taste.

Though if you want more exposure to American Comics, would it be more difficult to just get the Justice League and Justice League Unlimited series on dvd? I've never found a comic book that rocked as hard as those shows.

Grod_The_Giant
2013-04-11, 10:16 PM
Aaaaaannnnd that is the last of the ToB material. Phew! I've moved it all onto the front page, along with copies of my fulfilled requests.

So! What would you like to see me convert next? (Please, for the love of Pelor, no more complete sets of spell-esque abilities!)

TheWombatOfDoom
2013-04-11, 10:30 PM
How about centaurs as a race? Tieflings? half dragon?

Eldan
2013-04-12, 04:26 AM
Templates would be a good idea, yes.

Starsign
2013-04-12, 09:54 AM
This is actually quite a fascinating take on D&D conversion, at the very least it looks good on paper for M&M 3e.

Might it be too early to request PrCs? I was just recalling one PrC from True Scoundral (Battle Dancer I think it was) which wasn't really too good in 3.5e in part due to the system's limitations it had on Rogues. I was wondering how well it might translate to this variant. :smallsmile:

Outside of PrCs though, I don't really have any sort of suggestions. Considering you did ToB already, I'd rather not put you through something like Psionics for the sake of, say, Soulknife. So I'm pretty good with the classes presented here and the monsters list you linked. :smallbiggrin:

Grod_The_Giant
2013-04-12, 10:08 AM
How about centaurs as a race? Tieflings? half dragon?

Templates would be a good idea, yes.

Ask and ye shall receive!

Centaur- 19 points
Ability Modifiers

Agility +2
Stamina +2
Intellect -1


Skill Ranks
None

Powers

Growth 4 (Permanent, Innate)
Speed 4
Senses 1 (Darkvision)


Tiefling- 23 points (v1) or 11 points (v2)
Ability Modifiers

+1 Agility
+1 Intellect
-1 Presence


Skill Ranks

+4 Deception
+4 Stealth


Powers v1

Senses 1 (Darkvision)
Darkness- Concealment 4 (all visual), Attack, Ranged, Area Burst


Powers v2

Senses 1 (Darkvision)
Environment 2 (Visibility 2) 4 points


Half-Dragon- 32 points + 2 points/rank of breath weapon
Note: Feel free to increase the ranks of the Scales, Claws, and Flight powers
{table=head]Power|Effect|Cost
Ability Modifications|Strength +4, Stamina +1, Intellect +1, Presence +1|14 points
Scales|Protection 2, Obvious|1 point
Claws|Strength-based Damage 2, Obvious|2 points
Breath Weapon||Damage X, Area (cone or line)|2 points/rank
Wings|Fly 2, Wings|2 points
Senses|Senses 2 (Darkvision, low-light vision)|2 points
Immunities|Immunity 10 (sleep, paralysis, one type of energy damage)|10 points[/table]

Half-Fiend- 42 points, +1/rank of Toughness, + cost of spell-like abilities
{table=head]Power|Effect|Cost
Ability Modifications|Strength +2, Agility +2, Intellect +2, Stamina +1, Presence +1|16 points
Wings|Fly 1, Wings|1 point
Claws|Strength-based Damage 2, Obvious|2 points
Spell-Like Abilities|Pick one or more from the list of spells: Darkness, Poison, Blasphemy (as Holy Word, but works against Good), Summon Monster (Limited to fiends, -1 point/rank), Slay Living|Varies
Senses|Sense 1 (Darkvision)|1 point
Immunities|Immunity 2 (poision); Immunity 20(acid, cold, electricity, fire damage), Limited to half effect|12 points
Spell Resistance|Immunity 20 (Magic), Unreliable|10 points
Damage Reduction|Impervious X on Toughness|1 point/rank, to a maximum of Toughness[/table]

Half-Celestial- 46.5 points, +1/rank of Toughness, + cost of spell-like abilities
{table=head]Power|Effect|Cost
Ability Modifications|Strength +2, Stamina +2, Awareness +2, Presence +2, Agility +1, Intellect +1, |20 points
Wings|Fly 2, Wings|2 points
Daylight|Environment 2 (Light 2)|4 points
Spell-Like Abilities|Pick one or more from the list of spells: Protection from Evil, Aid, Cure ____ Wounds, Holy Word, Summon Monster (Limited to celestials, -1 point/rank)|Varies
Senses|Sense 1 (Darkvision)|1 point
Immunities|Immunity 1 (disease); Immunity 17 (acid, cold, electricity damage; poison), Limited to half effect|9.5 points
Spell Resistance|Immunity 20 (Magic), Unreliable|10 points
Damage Reduction|Impervious X on Toughness|1 point/rank, to a maximum of Toughness[/table]


This is actually quite a fascinating take on D&D conversion, at the very least it looks good on paper for M&M 3e.

Might it be too early to request PrCs? I was just recalling one PrC from True Scoundral (Battle Dancer I think it was) which wasn't really too good in 3.5e in part due to the system's limitations it had on Rogues. I was wondering how well it might translate to this variant. :smallsmile:

Outside of PrCs though, I don't really have any sort of suggestions. Considering you did ToB already, I'd rather not put you through something like Psionics for the sake of, say, Soulknife. So I'm pretty good with the classes presented here and the monsters list you linked. :smallbiggrin:
I can do PrC's. Were you by any chance thinking of the Cloaked Dancer? It has three semi-magic dance effects (beguiling, wearying, and frightful), along with advancing Sudden Strike.

I wouldn't mind doing the Soulknife, since, you know, it doesn't actually get psionic powers.

Starsign
2013-04-12, 10:21 AM
I can do PrC's. Were you by any chance thinking of the Cloaked Dancer? It has three semi-magic dance effects (beguiling, wearying, and frightful), along with advancing Sudden Strike.

I wouldn't mind doing the Soulknife, since, you know, it doesn't actually get psionic powers.

Yeah I believe it was the Cloaked Dancer. It's effects and Sudden Strike are definitely what I thought it was. :smallsmile:

I'm mainly interested in Soulknife here due to it being an unforgivably terrible class in 3.5. By that extension I'd also be interested in Samurai and Truenamer but Samurai is essentially Fighter with additional/similar abilities and Truenamer has it's own broken magic system which is probably too much effort to bother with right now.

Also, if I want to play races for this like, say, Minotaur or Wereboar, I can just go to the link with monster creatures and use those as sort of a Race template, right?

EDIT: I probably should have taken a closer look at the monster list before noticing the equipment that most of them come with.

Grod_The_Giant
2013-04-12, 10:31 AM
Yeah I believe it was the Cloaked Dancer. It's effects and Sudden Strike are definitely what I thought it was. :smallsmile:
Fair enough, I'll see what I can make of it. Sudden Strike is just Sneak Attack by another name (aka, difficult to convert well), but the dances should be fun.

I'm mainly interested in Soulknife here due to it being an unforgivably terrible class in 3.5. By that extension I'd also be interested in Samurai and Truenamer but Samurai is essentially Fighter with additional/similar abilities and Truenamer has it's own broken magic system which is probably too much effort to bother with right now.
Off the top of my head, the Soulknife strikes me as having exactly the right amount of stuff to make a good M&M character. One or two main schticks, with a decent set of alternate effects based on them. You no longer suffer from limited BAB, and you can erase the move action activation on psychic strike. With throwing, you get both ranged and melee attacks, and you can put as many points as you want in skills. Add that to magic's lack of dominance...


Also, if I want to play races for this like, say, Minotaur or Wereboar, I can just go to the link with monster creatures and use those as sort of a Race template, right?
Yup!

Eldan
2013-04-12, 10:39 AM
Soulknife shouldn't even be that hard, really. A pretty standard blast power with alternate powers and whatever mobility upgrades you want to give it.

Starsign
2013-04-12, 10:39 AM
Fair enough, I'll see what I can make of it. Sudden Strike is just Sneak Attack by another name (aka, difficult to convert well), but the dances should be fun.
Alright, should be good then! I'm not sure how prerequisites will work in terms of PrCs for this kind of system, if they'll be implemented at all. Still, best of luck with the conversion and thanks for being able to work on it. :smallbiggrin:


Off the top of my head, the Soulknife strikes me as having exactly the right amount of stuff to make a good M&M character. One or two main schticks, with a decent set of alternate effects based on them. You no longer suffer from limited BAB, and you can erase the move action activation on psychic strike. With throwing, you get both ranged and melee attacks, and you can put as many points as you want in skills. Add that to magic's lack of dominance...
Yeah I've always thought Soulknife could work REALLY well if it wasn't such a blunder as it stood in vanilla 3.5e. If you want to go for it go ahead, I wouldn't mind either way. :smallsmile:

Grod_The_Giant
2013-04-12, 12:00 PM
Badabing, Badaboom!

Cloaked Dancer

Skills

Acrobatics
Athletics
Deception
Expertise (Dance)
Investigate
Persuade
Sleight of Hand


Advantages

Fascinate


Powers
{table=head]Power|Effect|Cost
Sudden Strike|See Sneak Attack|See Sneak Attack
Beguiling Dance|Affliction X (Dazed -> Stunned, resisted and overcome by Will), Limited Degree, Area Perception (sight), Selective|2 points/rank
Wearying Dance|Affliction X (Fatigued -> Exhausted, resisted and overcome by Will), Limited Degree, Area Perception (sight), Selective|2 points/rank
Frightful Dance|Affliction X (Impaired -> Shaken -> Compelled, resisted and overcome by Will), Area Perception (sight), Selective, Quirk -2: can only compel targets to flee|3 points/rank -2 points[/table]


Soulknife

Skills

Acrobatics
Athletics
Expertise (Psionics)
Perception
Stealth


Advantages

Defensive Roll
Improved Aim
Precise Attack
Throwing Mastery
Agile Feint
Hide in Plain Sight


Powers
{table=head]Power|Effect|Cost
Mind Blade|Damage X, Strength-based|1 point/rank
Throw Mind Blade|Damage X, Ranged, Strength-based|1/rank up to Strength score, then 2/rank
Psychic Strike|Enhanced Strength, Limited to Damage, Sustained|1 point/rank
|Affliction X (Dazed -> Stunned -> Incapacitated, resisted and overcome by Will), linked to Mind Blade power|1 point/rank, plus the cost of Mind Blade
|add Penetrating X to Mind Blade power|1 point/rank
Psychic Strike activation|Add Activation (Move), Triggered (hit with a mind blade attack)|0 points
Shape Mind Blade|add Variable Descriptor 1 (any physical) to Mind Blade power|1 point
Speed of Thought|Speed X|1 point/rank
Bladewind|add Multiattack to Mind Blade power|1 point/rank of Mind Blade
Knife to the Soul|Weaken X (Intellect), Alternate Effects for Weaken (Awareness) and (Presence)|2 points + 1 point/rank, plus the cost of Mind Blade
Multiple Throw|add Multiattack to Throw Mind Blade power|1 point/rank of Throw Mind Blade[/table]

Mind Blade Enhancements— all should be Linked to basic Mind Blade power. Be sure to take the original as an Alternate Effect
{table=head]Power|Effect|Cost
Defending|Enhanced Advantage: Defensive Attack|1 point
Keen|Enhanced Advantage: Improved Critical (Mind Blade) X|1 point/rank (max 4)
Lucky|Enhanced Advantage: Luck|1 point/rank, to a maximum of ½ PL
Mighty Cleaving|Enhanced Advantage: Takedown|1 point
Psychokinetic|Move Object X, Close, Instantaneous Duration, limited to Away|1 point/3 ranks
Sundering|Enhanced Advantage: Improved Smash|1 point
Vicious|Enhanced Strength, Limited to Damage, Side Effect: on every hit, take damage equal to half the bonus from this power|1 point/2 ranks
Collision|Move Object X, Close, Instantaneous Duration, limited to Away|1 point/3 ranks
Mindcrusher|Weaken X (Psionic effects)|1 point/rank
Suppression|Nullify X (magic), Broad, Simultaneous, Reduced Range|2 points/rank
Wounding|Weaken X (Stamina)|1 point/rank
Bodyfeeder|Reaction (hit with Mind Blade) Healing X, Limited to self, Temporary|3 points/rank
Soulfeeder|Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude)|1 point/rank[/table]

Starsign
2013-04-12, 12:08 PM
Badabing, Badaboom!

Cloaked Dancer

Skills

Acrobatics
Athletics
Deception
Expertise (Dance)
Investigate
Persuade
Sleight of Hand


Advantages

Fascinate


Powers
{table=head]Power|Effect|Cost
Sudden Strike|See Sneak Attack|See Sneak Attack
Beguiling Dance|Affliction X (Dazed -> Stunned, resisted and overcome by Will), Limited Degree, Area Perception (sight), Selective|2 points/rank
Wearying Dance|Affliction X (Fatigued -> Exhausted, resisted and overcome by Will), Limited Degree, Area Perception (sight), Selective|2 points/rank
Frightful Dance|Affliction X (Impaired -> Shaken -> Compelled, resisted and overcome by Will), Area Perception (sight), Selective, Quirk -2: can only compel targets to flee|3 points/rank -2 points[/table]


Soulknife

Skills

Acrobatics
Athletics
Expertise (Psionics)
Perception
Stealth


Advantages

Defensive Roll
Improved Aim
Precise Attack
Throwing Mastery
Agile Feint
Hide in Plain Sight


Powers
{table=head]Power|Effect|Cost
Mind Blade|Damage X, Strength-based|1 point/rank
Throw Mind Blade|Damage X, Ranged, Strength-based|1/rank up to Strength score, then 2/rank
Psychic Strike|Enhanced Strength, Limited to Damage, Sustained|1 point/rank
|Affliction X (Dazed -> Stunned -> Incapacitated, resisted and overcome by Will), linked to Mind Blade power|1 point/rank, plus the cost of Mind Blade
|add Penetrating X to Mind Blade power|1 point/rank
Psychic Strike activation|Add Activation (Move), Triggered (hit with a mind blade attack)|0 points
Shape Mind Blade|add Variable Descriptor 1 (any physical) to Mind Blade power|1 point
Speed of Thought|Speed X|1 point/rank
Bladewind|add Multiattack to Mind Blade power|1 point/rank of Mind Blade
Knife to the Soul|Weaken X (Intellect), Alternate Effects for Weaken (Awareness) and (Presence)|2 points + 1 point/rank, plus the cost of Mind Blade
Multiple Throw|add Multiattack to Throw Mind Blade power|1 point/rank of Throw Mind Blade[/table]

Mind Blade Enhancements— all should be Linked to basic Mind Blade power. Be sure to take the original as an Alternate Effect
{table=head]Power|Effect|Cost
Defending|Enhanced Advantage: Defensive Attack|1 point
Keen|Enhanced Advantage: Improved Critical (Mind Blade) X|1 point/rank (max 4)
Lucky|Enhanced Advantage: Luck|1 point/rank, to a maximum of ½ PL
Mighty Cleaving|Enhanced Advantage: Takedown|1 point
Psychokinetic|Move Object X, Close, Instantaneous Duration, limited to Away|1 point/3 ranks
Sundering|Enhanced Advantage: Improved Smash|1 point
Vicious|Enhanced Strength, Limited to Damage, Side Effect: on every hit, take damage equal to half the bonus from this power|1 point/2 ranks
Collision|Move Object X, Close, Instantaneous Duration, limited to Away|1 point/3 ranks
Mindcrusher|Weaken X (Psionic effects)|1 point/rank
Suppression|Nullify X (magic), Broad, Simultaneous, Reduced Range|2 points/rank
Wounding|Weaken X (Stamina)|1 point/rank
Bodyfeeder|Reaction (hit with Mind Blade) Healing X, Limited to self, Temporary|3 points/rank
Soulfeeder|Affliction X (Impaired -> Disabled ->Dying, resisted and overcome by Fortitude)|1 point/rank[/table]


Wow, the Soulknife actually looks competent now. Of course it all matters on how it fairs in practice but I'll get to that hurdle when my time is better organized.

The Cloaked Dancer also looks really good; I always did feel that it's abilities could be put to good use. I'm guessing prerequisites won't be involved for now or is that something you have planned for PrCs in the future?

Grod_The_Giant
2013-04-12, 01:04 PM
Glad you like 'em.


I'm guessing prerequisites won't be involved for now or is that something you have planned for PrCs in the future?
You have guessed correctly-- I see no reason to distinguish between PrCs and base classes. No reason to distinguish between classes at all, really-- the lists of powers I've done here are more like suggestions-- "here's how you emulate 3.5 most closely." Want your barbarian to be able to jump a hundred feet while raging? Want your paladin to grow wings? Want your fighter to be able to turn peasants into warriors? All are possible-- that's the beauty of M&M.

Amechra
2013-04-12, 03:18 PM
Please elaborate on the "turning peasants to warriors" thing.

Grod_The_Giant
2013-04-12, 05:37 PM
Please elaborate on the "turning peasants to warriors" thing.
I'm thinking of the great hero who gives a rousing speech, and all the random peasants grab spears and pitchforks and stuff and go beat the crap out of the invading army. As a power, it would work like:

Rousing Speech- Summon X (soldier), Active, Horde, Multiple Minions Y, Limited: requires bystanders to transform. (3 + (2*Y)) points/rank-- with Multiple Minions 2, say, it costs 7 points/rank.

or, better, Summon X (company), Heroic, Limited: requires bystanders to transform. 3 points/rank.

With a hundred-man company being statted up as a single creature.

Zireael
2013-04-13, 04:34 AM
I am officially in love with this.

Here's proof:
Viconia
Power Level 10, 150 PP; Abilities 44 + Powers 92 + Advantages 4 + Skills 10 (20 ranks) + Defenses 0
Strength 1 Agility 7 Fighting 1 Awareness 2 Stamina 0 Dexterity 3 Intellect 4 Presence 4
Initiative +11
Warhammer +1 Resistance DC 19, bludgeon, crit 20
Inflict wounds: damage 6 +1, Resistance DC 21, crit 20
Dodge 7 Parry 1 Fortitude 0 Toughness 0 Will 2
Animate dead: Summon 1 (12 PP) Controlled, Multiple Minions 4: 16 minions
Darkness: burst area concealment attack 4 (13 PP) All visual senses, DC 14, burst area, attack dodge,
Detect magic: senses 3 (2 PP) Analytical, Detect magic 1, Ranged, Sustained, Concentration
Divine power: enhanced fighting 7, enhanced strength 7
Cure wounds: Healing 2 (4 PP)
Hold person: Perception Area Affliction 3 (6 PP) dazed -> stunned -> paralyzed, resisted by Will, perception
Immunity to sleep: Immunity 1 (1 PP) personal, permanent
Inflict wounds: damage 6 (6 PP) DC 21
Raise dead: Healing 1 (2 PP) resurrection, limited: only for resurrection
Rebuke undead: Burst Area Affliction 1 (1 PP) dazed -> compelled -> controlled, resisted by Will, DC 11, burst area, limited (only affects undead)
Drow traits: Senses 4 (4 PP), darkvision, extended sight, extended hearing
Slay living: Affliction 3 (3 PP) fatigued -> exhausted -> dying, resisted by Fortitude, DC 13
SR: Immunity 20 (10 PP) magic 20, unreliable (roll)
Advantages
Equipment 2
Improved Initiative
Leadership
Movement
Base Movement Speed 2 miles/hour, 30 feet/round (run 4 miles/hour, 60 feet/round), swim 0,5 miles/hour, 6 feet/round
Routine Jump Distance running jump 11 ft. standing 5.5 ft, vertical 2.2 ft, standing vertical 1.1 ft.
Throwing Distance throw 400 lbs. 6 feet, throw 100 lbs. 30 feet, throw 25 lbs. 120 feet
Equipment
Chainmail, small wooden shield, warhammer
Complications
Enemy, Reputation
Skills
Athletics +1, Close Combat: Warhammer +1, Deception +4, Insight +7, Intimidation +4, Perception +2, Persuasion +9, Stealth +7, Occult +9, Treatment +9

For those who didn't know, it was an attempt to convert Viconia DeVir from Baldur's Gate to M&M, using Grod's guidelines.

Next, I'll try to do my OC, a drow half-fiend.

P.S. A small request: darkness domain and drow domain.

Zireael
2013-04-17, 09:49 AM
Abilities conversion
M&M ability; D&D ability; description.

-5; 1; completely inept or disabled
-4; 2-3; weak, infant
-3; 4-5; younger child
-2; 6-7; child, elderly, impaired
-1; 8-9; below average, teenager
0; 10-11; average adult
1; 12-13; above average
2; 14-15; well above average
3; 16-17; gifted
4; 18-19; highly gifted
5; 20-21; best in a nation
6; 22-23; one of the best in the world
7; 24-25; best ever, peak of human achievement
8; 26-27; low superhuman
9; 28-29;
10; 30-31; moderate superhuman
11; 32-33;
12; 34-35
13; 36-37; high superhuman
14; 38-39;
15; 40-41; very high superhuman
16; 42-43;
17; 44-45;
18; 46-47;
19; 48-49;
20; 50-51; cosmic

Belial_the_Leveler
2013-04-17, 11:05 AM
No. Just no. A score of 20 in M&M 3E strength lifts 25.000 tons and allows you to smash through an 80-feet-thick steel wall (toughness 20) with a couple of blows. Strength of 12 allows someone to hit as hard with their bare hands as a modern tank's main cannon, and to throw a locomotive across the street.

Other abilities and values have similar progressions. For example, a Speed of 20 allows someone to run 8.000 miles in 6 seconds. An "average" superheroic speed of 10 still allows someone to run 8 miles in 6 seconds - faster than even the fastest modern fighter planes - without exerting themselves.





Also, do note that M&M is no more balanced as a system than 3.0 DnD is. Sure, theoretically speaking the Weaponmaster (i.e. the Fighter equivalent) adheres to the same Power Level as the Mystic (i.e. the wizard equivalent). But let's see what two fairly typical characters can do;

Weaponmaster
Melee attack, ranged attack 500 ft via equipment. High skills and combat feats, ground speed 30-60 ft.
Mystic
Ranged attack 1000 ft or unlimited, 5 alternate powers of the same cost (typically area blast, debuff, telekinesis, energy constructs and healing), major sensory power, 1-2 alternates of the same cost (typically teleportation and summoning), flying speed 480 ft, much lower skills and feats than the Weaponmaster.

As you can see, it is not the raw power of the attacks or the level of the defenses that causes an imbalance but the available options. The "mundane" fighter -especially the medieval one with no access to advanced technological equipment- is going to have huge problems in justifying effective abilities. The mystic OTOH comes right from the by-the-book example with at least 7 different major powers plus flight plus his mystic shield plus Ritualist so he can design and cast ritual spells he doesn't have. It is exactly the same problem DnD has between magic and nonmagic characters.

Grod_The_Giant
2013-04-17, 11:55 AM
The benchmarks M&M gives are kind of off, I admit-- I think of them as:
0- average
1- above average
2- well above average
3- gifted/professional
4- world-class
5- peak human

Belial- If you let mages stick whatever they want in a single "magic" array, and tell fighters that they can't justify any of their "I'm just that good" powers? Sure, you're going to have an issue. But that's not how it should work.

You say magic summoning? I say let the ranger scare us up some local animals to lend a hand. You say Glibness? I say that my rogue has the same effect always-on because he's just that good at lying. You say your wizard is flying? Ranged combat works in M&M without a massive investment. As does leaping a hundred feet straight up to punch you. Perception ranged spell? Perception ranged arrow to the face.

The heart of the balance is that all M&M characters are built using the same options. No one archetype is instantly superior due to superior subsystems. Can you break M&M? If you want, you can do gross things. But that's true for any system, and it's generally a lot easier to spot here than in 3.5.

I've run both D&D and M&M, and I'll tell you from experience that M&M is way more balanced. Having a lot of different combat options does makes your character more interesting to play, but doesn't give you a major boost in effectiveness over the character who just took 10 Strength and Stamina. The fundamental math isn't perfect-- high-damage, high-toughness characters are somewhat superior-- but it's way better than D&D.

Look at the stuff I've written here. Go ahead, I'll wait. Tell me that it's not a huge improvement over 3.5. Look me in the eye and say that.

Grod_The_Giant
2013-04-17, 12:14 PM
On an unrelated note, here are the domains you asked for, Zireael. Some of the spells were already converted, but I copied them again for easier reference.

Darkness
{table=head]Power|Effect|Cost
Obscuring Mist|Concealment 4 (all visual), Attack, Area Cloud|12 points
Blindness/Deafness|Affliction X (visually Impaired -> visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Perception-range; Alternate Effect for deafness (as above, but hearing impaired, disabled, unaware)|1 point + 3 points/rank
Blacklight|Concealment 4 (all visual), Attack, Ranged, Area Burst; Immunity 1 (this power)|17 points
Armor of Darkness|Protection X, Sustained; Senses 2 (darkvision), Sustained; Immunity 20 (Holy, Light), Limited to half effect|12 points + 1 point/rank
Darkbolt|Damage X, Ranged; Linked to Affliction Y (Dazed -> Stunned, resisted and overcome by Will), Limited degree|2 points/rank of damage + 1 point/rank of affliction
Prying Eyes|Remote Sensing X (visual), Noticeable, Split Y|1 point/rank of remote sensing + 1 point/rank of split
Nightmare|Damage X, Perception Range, Triggered (target falls asleep), Subtle, Insidious|3 points + 3 points/rank
Power Word Blind|Affliction X (visually Impaired -> visually Disabled -> visually Unaware, resisted and overcome by Fortitude), Perception-range, Sense-Dependent (Hearing)|2 points/rank
Power Word Kill|Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), Perception-range, Sense-Dependent (Hearing)|2 points/rank[/table]

Drow
{table=head]Power|Effect|Cost
Cloak of Dark Power|Immunity 5 (light effects), Sustained|5 points
Clairaudience/Clairvoyance|Remote Sensing X (visual and hearing)|3 points/rank
Suggestion|Affliction X— (Entranced -> Compelled, resisted and overcome by Will); Perception range, Limited Degree, Insidious|1 point + 2 points/rank
Discern Lies|Enhanced Insight X, limited to detecting lies|1 point/3 ranks
Spiderform|Morph 1 (Spider), Metamorph, linked to Growth 4. Alternate Effect for drider form.|16 points
Dispelling Screen, Greater|Nullify X (magic), Broad, Simultaneous, Reaction (passes through designated area)|6 points/rank
Word of Chaos|Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Will), Area Perception (hearing), limited to lawful creatures|1 point/rank
Planar Ally, Greater|Summon X (Variable Type 2— extraplanar creatures), Heroic, Attitude (Indifferent)|5 points/rank
Gate|Movement 3 (Dimension Travel 3), Portal. (Stolen from the Teleport power; not strictly RAW but plausible)|12 points
|Summon X (Variable Type 2— extraplanar creatures), Heroic, Attitude (Indifferent)|5 points/rank[/table]

Zireael
2013-04-17, 01:25 PM
Didn't notice the super-values for high attributes in M&M, sorry... :smallredface:

But the table works OK up to 7 or 8 M&M style. (that's where I cut off for my characters)

Grod_The_Giant
2013-04-17, 02:09 PM
Didn't notice the super-values for high attributes in M&M, sorry... :smallredface:

But the table works OK up to 7 or 8 M&M style. (that's where I cut off for my characters)
It's not your fault-- the benchmarks given in the Hero's Handbook (and reproduced on your table) probably work for most of the stats. It's just Strength that doesn't quite mesh, due to exponential scaling of lifting capacity (http://www.d20herosrd.com/home/ranks-and-measures)(which is appropriate for a super-hero game, and honestly rarely comes up in a game). I don't consider direct stat-to-stat translation very important, though, given how different the two games' math is (PL limits and all).

UPDATE: I've made some sample characters (Regdar, Mialee, Lidda, and Jorzan), using my guidelines. They turned out pretty OK, as M&M characters go. Here's a dropbox link (https://www.dropbox.com/s/glyjhpnea540ito/D%26D%20in%20M%26M%20sample%20characters.xlsx); I'll probably post them later tonight as examples.

Belial_the_Leveler
2013-04-18, 02:25 AM
For the fighter vs wizard issue, yes, both would work for the same rules. Both theoretically could have the same extent of powers. The issue, as I said, is flavor/justification. Think about making a DnD fighter fix; nothing prevents you from making a "fighter" class that has the equivalent of a wizard's spells and is just as powerful mechanically. But selling the result as a fighter is all but impossible.
Ditto in M&M. Sure, you can give a weaponmaster or vigilante the ability to jump 1/8 of a mile and actually attack the flying mystic. But that immediately makes them no longer "badass normal" characters and gives them an actual superpower. And that won't go well with the player that wants to play a skilled guy without superpowers.

The balance problems in DnD are exactly that; half the classes are supposed to be without superpowers while the other half have a powerset that can be anything and no class has a kryptonite; the flavor dictates the imbalance.





In other news, I'm curious how you'd build Time Stop in M&M. It's not impossible but my own solution is kind of complicated.

Also, the way you deal with obscuring mist and other lasting area effects -the cloud modifier- would work well with low-level characters but what about a high level wizard whose Obscuring Mist, Wall of Fire and the like should last for 10-15 rounds?
That mechanics challenge was the subject of a pretty big debate we had back at the Atomic Think Tank (the M&M forum) about a year ago. What I suggested back then was an accurate but mechanically complicated power; take a couple ranks of Create (enough for the volume and shape of the effect) make it intangible to everything so it doesn't actually do anything beyond setting the shape of the power and then link it to a Reactive effect. I.e. Wall of Fire would have Reactive Damage that happened each time someone crossed/touched it. Obscuring Mist would have Reactive Concealment instead. That way you can have long-duration effects that can take the form of specific areas. (you could even make them permanent if your Create was continuous and independent instead of sustained)

Grod_The_Giant
2013-04-18, 09:49 AM
And that won't go well with the player that wants to play a skilled guy without superpowers.
As long as you hit your PL caps, and you're not trading off too far in either direction, you'll be useful in combat. If you choose not to make yourself capable at range, or to not take any useful skills, or whatnot, that's kind of on your head.


In other news, I'm curious how you'd build Time Stop in M&M. It's not impossible but my own solution is kind of complicated.
Basically straight quickness (see the first page).


Also, the way you deal with obscuring mist and other lasting area effects -the cloud modifier- would work well with low-level characters but what about a high level wizard whose Obscuring Mist, Wall of Fire and the like should last for 10-15 rounds?
Take a look back at the first page where I statted out every spell you mention here and more. I was mostly going for feel when exact mechanical duplicates would be too difficult-- Obscuring Mist is a Cloud Area Attack Concealment (and, thus, has a sustained duration). Wall of Fire is concentration duration area damage, although now that you point it out some sort of Reaction probably would work better. But yeah, lasting effects are mostly Sustained.

Belial_the_Leveler
2013-04-18, 10:36 AM
Well, my version of Time Stop is to summon 4 duplicates of yourself with the quirks of "share single body" and "take actions in order", the major (-2) limitations of "only lasts 1 round" and "can't affect creatures while the summon lasts" and linked to Temporal Travel 3 (same moment, continuous, limited; only lasts 1 round). Very complicated mechanically, I know. But it does work exactly like the DnD time stop, effectively giving you 4 rounds worth of actions in a single instant.



And while I'm doing a direct effect translation between systems, the Power Word: Kill I saw in the above table works more like a resistible curse rather than a "autokill anyone with less than 100 HP". Being faithful to the original I'd have done the following;
1) Decide what kind of effective toughness a character of a given level should be automatically capable of killing. Power Level -5 seems appropriate, no archetypes have that low toughness in the book, and if they do you can kill them anyway with some kosher (if powerful) perception attacks so you aren't breaking anything.
2) Start with Damage - it can kill things. Rank would be PL-5 and since Power Words can't miss, it will be Perception. Sense-dependent isn't needed since the creature dies whether it hears the Word or not. And finally Limited: creatures with current toughness modifier equal to PL-5 or less (i.e. "100 HP or less")
3) Here's what makes the Power Word automatically kill; Variable Trigger 15 (sequenced, on target surviving previous effect) for a flat 30 points. So the target keeps getting damaged instantly again and again until it dies or it survives 16 times in a row. The damage rank being equal to or higher than their toughness, the likelihood of that happening is practically nonexistant.
So it reads like this;
Power Word: Kill
Effect: automatically kill a target with Toughness equal or less than your PL-5.
Mechanics: PL-5 Damage (perception, limited 1), Variable Trigger 15
Cost: 2x (PL-5) plus flat 30 pp.


Again, quite complicated - but it works exactly like the DnD equivalent.

Grod_The_Giant
2013-04-18, 12:39 PM
One of the main points of moving to M&M was to cut down on broken material like action-economy breaking, instant-kill spells and the like. I think we'd be better served by capturing the idea-- Time Stop lets you do a whole bunch at once; Power Word: Kill lets you skill a target with a single word-- than to copy the exact mechanical effect. That that point, you might as well just play D&D, you know?

(Also, are you using 2e or 3e?)

Belial_the_Leveler
2013-04-18, 01:05 PM
I'm using 3e M&M.

As for balance, M&M doesn't have the relative power issues that DnD has -its strong guys aren't any weaker than its wizards if both have superpowers- but it has a problem with tactical balance.

Take, for example, Superman. Author favoritism aside, Superman would win 90% of the time over both Batman and Lex Luthor in a real fight. Paragon-type heroes can move dozens of miles in a single round (about 200 in the case of Superman) so neither Batman nor Luthor can catch up to them if they don't want to, and nor can they escape. Secondly, Superman can see you from orbit and behind cloud cover; you can't see him back. And any Paragon (but especially Superman) can just do the Heimlich maneuver and throw a big rock at you from beyond your own combat range with enough force to flatten the city block (or the entire city, in the case of Superman).
Speed + Perception + Range = tactical superiority.


And that's just a fight. Outside direct combat, Paragons outclass Batman (and all vigilante types) even more. Say there are robberies/small crimes happening in Manhattan, Brooklyn, Queens and Staten Island. Batman needs to get to the Batmobile, drive 10 minutes to reach the first spot (if traffic doesn't make it an hour), get out, fight the bad guys (which will take much longer if they split up; he isn't much faster than any one of them), get back to the Batmobile and start all over for crimes 2-4, assuming he even gets there in time. And that is him going to the situation blind, without preparation or even casing the area.
A Paragon like Superman gets there in one move action, spends a single round at most per crook to capture them with 0 chance of them outrunning him and 5 minutes later, he's finished with all four crimes... while Batman is still driving to the first crime scene.

And don't even get me started on people like Dr Fate or the Martian Manhunter. Tactical balance commits suicide merely at the idea of them existing.

Grod_The_Giant
2013-04-18, 02:58 PM
If you want to have Batman and Superman in the same game, sure you're going to have some issues. But if you play Batman in a game where the other characters are Superman, the Flash, and Green Lantern, then you have accepted that they are going to out-power you. But you can still contribute in a fight, thanks to PL math. And you probably have lots of nice things you can do outside of combat, thanks to all those points you didn't spend on powers.

In any case, that's not really an argument we need to be having here. Do you have feedback on what I've done here besides "your basic premise is flawed?"

Or does anyone else have requests?

Zireael
2013-04-19, 06:09 AM
Well, my post was based on the fact we're reflectind D&D.


and reproduced on your table) probably work for most of the stats. It's just Strength that doesn't quite mesh, due to exponential scaling of lifting capacity (which is appropriate for a super-hero game, and honestly rarely comes up in a game). I don't consider direct stat-to-stat translation very important, though, given how different the two games' math is

I think we can solve this problem in 2 ways:
a) ignore expotential scaling of lifting capacity
b) have a houserule that no player char can have an ability higher than 8

Grod_The_Giant
2013-04-19, 09:16 AM
Given how heroic the fantasy in D&D tends to be, and the PL math, I don't think it's a huge concern. Maybe limit stats to PL, if you're really concerned, but I don't think many archetypes will come close to having a strength that high, due to the need to wield weapons.

Amechra
2013-04-19, 10:23 AM
I can't remember: are there ways to get more things as Routine checks?

I mean, I know that killing Minions is a Routine check (I once joked about creating a character who just auto-murdered any Minion within a wide radius; Quickness (Restricted to attacking minions) + a decent ranged attack was a hilarious plan), but can you get other things (that aren't already Routine) the Quickness lovin'?

Also, I do have a request. Do the Swiftblade. That'd be nifty.

Grod_The_Giant
2013-04-19, 10:31 AM
Quickness explicitly (ok, in a sidebar) doesn't allow you to make extra attacks. Even against minions. The Skill Mastery advantage lets you make skill checks as routine checks, although I don't think you can apply it to attacks.

Swiftblade, you say?

Amechra
2013-04-19, 10:32 AM
Curse you, SRD, and your not having that sidebar clearly visible!

But yes, Swiftblade.

Grod_The_Giant
2013-04-19, 10:36 AM
Fair warning: the Swiftblade's going to be kind of disappointing. It's really hard to break the action economy in M&M, and rightly so-- as a DM, I'd veto any power that did (outside of summoning, but that's another bag). It's mostly going to be Speed, Quickness, Multiattack, and the Move-By advantage.

Grod_The_Giant
2013-04-19, 12:11 PM
OK, the Swiftblade.

{table=head]Power|Effect|Cost
Haste (a reminder)|Speed X, Also Affects Others; Multiattack on damage Y, Variable Descriptor 1: any weapon attack, Also Affects Others|1 point + 2 points/rank of speed + 2 points/rank of multiattack
Spring Attack (and upgrades)|Advantage: Move-By Action|1 point
Swift Surge|Speed X|1 point/rank
Blurred Alacrity|Immunity 60 (attacks targeting Dodge or Parry), double Unreliable (25% miss chance)|20 points
Arcane Reflexes|Advantage: Improved Initiative X|1 point/rank
Evasive Celerity|Immunity 20 (Magic), double Unreliable (25% miss chance)|7 points
Diligent Rapidity|Immunity 5 (Entrapment), Movement 1 (Water-Walking), Limited to while moving|6 points
Perpetual Options|Quickness X|1 point/rank
Innervated Speed| Summon (duplicate) X, Heroic, Controlled, Feedback|4 points/rank
|Reaction (activate haste effect) Summon (duplicate) X, Heroic, Controlled, Feedback|7 points/rank[/table]

Belial_the_Leveler
2013-04-20, 11:59 AM
It's really hard to break the action economy in M&M, and rightly so-- as a DM, I'd veto any power that did (outside of summoning, but that's another bag).
The "action" modifier can turn use of abilities into move actions, free actions or reactions. The "trigger" modifier can allow an ability to trigger under specific circumstances a lot more than once (specifically, once for every 1 point you put into trigger). The "linked" modifier allows one ability to happen with the same action as another ability i.e. an attack linked to an affliction. There's no limit of how many stuff you can link at once beyond cost - someone could build an ability that blasts a target with fire (damage), shocks and burns them with electricity and cold (weaken), poisons them and attempts to turn them to stone (affliction), strikes them insane (non-affliction mind control), and teleports them to another plane of existence (teleport attack), all simultaneously. In case you're wondering, this would be a "Prismatic Apocalypse" spell.



So basically, you can break the action economy with any ability you'd care to name, very very easily.
The question is whether you want to and whether the GM allows you. In a game with mature games where the GM takes into account such things and everyone wants to simulate DnD (or just plain want to build powerful characters), I don't see a problem with allowing it.

Do note that such abilities aren't for new gamers or when there is one powergamer in a group of multiple roleplayers because they can easily break the game IF used in a wrong way.

Grod_The_Giant
2013-04-20, 12:24 PM
"Action" isn't listed with the rest of the modifiers, so I'd assume that it only functions where specifically listed (Healing and Variable being, I think, the only two). I don't think Triggered works more than once per turn-- if it does, then it's Reaction but cheaper, generally a pretty good sign you messed up somewhere. Linked just makes a bigger, nastier attack; I wouldn't call that action economy breaking in the same way that D&D does it.

Your point stands to a degree, I admit.

But in any case. More requests?

Zireael
2013-04-21, 05:02 AM
This time, a conversion of my OC, a drow half-fiend (the half-fiend was a variant half-succubus from wizards.com site).

Dantrag
Male; hair: white eyes: red
Power Level 10, 150 PP; Abilities 54 + Powers 70 + Advantages 8 + Skills 14 (28 ranks) + Defenses 4
Strength 4 Agility 4 Fighting 4 Awareness 1 Stamina 3 Dexterity 4 Intellect 3 Presence 4
Initiative +4
Claws: Strength-based +4, Resistance DC 21, crit 20
Sword +4, Resistance DC 22, slashing, crit 17-20
Sword +4, Resistance DC 22, slashing, crit 17-20
Throw +4, Resistance DC 19, bludgeon, crit 20
Defenses
Dodge 6 Parry 6 Fortitude 3 Toughness 6 Will 1
Powers
Claws: Strength-based damage 2 (1 PP) DC 21; Noticeable (claws)
Darkness: Burst area concealment attack 4 (13 PP); burst area 30 ft. radius sphere, ranged
Detect good: Senses 3 (2 PP); Analytical, detect good, ranged, concentration
Detect magic: Senses 3 (2 PP); Analytical, detect magic, ranged, concentration
DR: Impervious Toughness 3 (3 PP)
Drow senses: Senses 4 (4 PP); darkvision, extended hearing, extended vision
Flight: flight 1 (1 PP); speed 4 miles/hour, 60 feet/round; Wings
Half-fiend immunities: Immunity 20 (10 PP); acid, cold, electricity, fire 20; limited – half effect
Immunity to poison: Immunity 1 (1 PP);
Immunity to sleep: Immunity 1 (1 PP);
Poison: Weaken 4 (8 PP); affects: stamina, resisted by Fortitude, DC 14; secondary effect
SR: Immunity 20 (10 PP); magic 20; unreliable
Suggestion: perception area affliction 1 (2 PP); entranced->compelled->controlled; resisted by will, DC 11, insidious, limited degree
Weapon focus: Enhanced Strength 6 (12 PP);
Advantages
All-out Attack; Assessment; Benefit: Ambidexterity; Equipment 3; Improved Critical 2: Sword
Movement
Base Movement Speed: 2 miles/hour, 30 feet/round (run 4 miles/hour, 60 feet/round); swim 0.5 miles/hour, 6 feet/round
Routine Jump Distance: Running jump: 22 ft., standing 11 ft., vertical 4.4 ft., standing vertical 2.2 ft.
Equipment
Chainmail, sword, sword
Complications
Enemy, secret
Skills
Athletics +12, Deception +4, Insight +1, Intimidation +4, Perception +9, Persuasion +4, Stealth +4

PL 10 forced me not to include his TWF... :(((

Next up: his mother. Should be a real joy under M&M rules.

Grod_The_Giant
2013-04-21, 11:34 PM
PL 10 forced me not to include his TWF... :(((
Wait! I just remembered an even cheaper way to get TWF:
Two-Weapon Fighting: Split 1, Variable Descriptor 1: any melee damage, Quirk -1: requires a weapon/damage effect in each hand. 1 point

Now, it's not the most useful way of doing things, since it drops your damage output significantly, and is only useful when attacking multiple foes, which really only makes it good for minion clearing... but it's TWF for 1 point, damnit!


Also, I may be starting a swords-and-sorcerery M&M game based on this stuff. Stay tuned.

Also also, more requests?

Zireael
2013-04-30, 01:14 PM
A small request: blackguard.

I was going to post my drow OC, but a sudden power outage robbed me of 90% of her stats. I'm not going to start statting her up in HeroLab for the 4th time!!! :smallmad:

Grod_The_Giant
2013-04-30, 02:35 PM
A small request: blackguard.

I was going to post my drow OC, but a sudden power outage robbed me of 90% of her stats. I'm not going to start statting her up in HeroLab for the 4th time!!! :smallmad:
That sucks, man. But to cheer you up...

The Blackguard

Skills

Expertise (Religion)
Heal
Intimidate
Persuade
Ride
Stealth


Advantages

Daze
Improved Smash
Power Attack
Startle
Takedown
Taunt
Weapon Break


Powers
{table=head]Power|Effect|Cost
Detect Good|Senses 3 (Detect Good, Ranged, Analytical), Reduced Duration (Concentration)|1.5 points
Poison|Weaken Toughness X, Triggered 1 (chosen weapon attack damages target). Alternate Effects to Weaken other abilities.|1 point + 1 point/rank of Weaken + 1 point per Alternate Effect
|Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude), Triggered 1 (chosen weapon attack damages target)|1 point + 1 point/rank
Dark Blessing|Enhanced Fortitude, Enhanced Will, Sustained Duration|1 point/rank of enhanced defense, calculated independently
Smite Good|See the Paladin for various Smite options|Varies
Aura of Despair|Reaction (Target approaches within 10 feet) Affliction X (Impaired, resisted and overcome be Will), double Limited Degree, Selective, Reach 1|1 point + 2 points/rank
Command Undead|Affliction X (dazed -> compelled -> controlled, resisted and overcome by Will), Burst Area, Limited: only affects undead|1 point/ rank
Sneak Attack|See the Rogue for various Sneak Attack options|Varies
Fiendish Servant|Advantage: Sidekick|1 point/rank[/table]

Zireael
2013-05-04, 12:08 PM
UPDATE: I've made some sample characters (Regdar, Mialee, Lidda, and Jorzan), using my guidelines. They turned out pretty OK, as M&M characters go. Here's a dropbox link; I'll probably post them later tonight as examples.

I love it!

Starsign
2013-05-16, 11:05 PM
Hey there, are requests still possible Grod? I noticed now that you made a centaur template some time ago. Is there any chance that a minotaur one might be possible? :smallbiggrin:

Grod_The_Giant
2013-05-17, 09:48 AM
Hey there, are requests still possible Grod? I noticed now that you made a centaur template some time ago. Is there any chance that a minotaur one might be possible? :smallbiggrin:
Absolutely!

Minotaur- 23.5 points
Ability Modifiers- 6 points

Strength +4
Stamina +2
Intellect -2
Presence -1


Skill Ranks
None

Powers- 17.5 points

Growth 4 (Permanent, Innate)
Senses 1 (Darkvision)
Senses 3 (Ranged, Acute Smell)
Powerful Charge- Strength-Based Damage 2, limited to use when using charge or slam attacks
Natural Cunning-- Immunity 1 (Maze spells), Senses 1 (Direction Sense), Advantage (Tracking), Advantage: (Eidetic Memory), limited to use with directions.


A note on these "templates:" looking back, the ability score modifications are kind of silly, given M&M's point-buy nature and PL limits. I might go back and change them to "most minotaurs have high Strength and Stamina, and low Intellect." Or something along those lines.

Starsign
2013-05-17, 10:02 AM
Minotaur- 23.5 points
Ability Modifiers- 6 points

Strength +4
Stamina +2
Intellect -2
Presence -1


Skill Ranks
None

Powers- 17.5 points

Growth 4 (Permanent, Innate)
Senses 1 (Darkvision)
Senses 3 (Ranged, Acute Smell)
Powerful Charge- Strength-Based Damage 2, limited to use when using charge or slam attacks
Natural Cunning-- Immunity 1 (Maze spells), Senses 1 (Direction Sense), Advantage (Tracking), Advantage: (Eidetic Memory), limited to use with directions.

Thanks! I do indeed like it :smallbiggrin: Now just to give it a try at some point.


A note on these "templates:" looking back, the ability score modifications are kind of silly, given M&M's point-buy nature and PL limits. I might go back and change them to "most minotaurs have high Strength and Stamina, and low Intellect." Or something along those lines.

Perhaps you could use the ability score modifiers as sort of an idea of what people might expect from "high strength and stamina, and low intellect and presence" as an example?


If I could also ask, how proud are you of this project as a whole? This seems like it could work really well. :smallsmile:

Grod_The_Giant
2013-05-17, 11:57 AM
If I could also ask, how proud are you of this project as a whole? This seems like it could work really well. :smallsmile:
Proud? I dunno. Some of the powers I worked out are pretty shoddy; others (like Prismatic Spray) are I think pretty clever. Despite Belial's arguments, I think it's far, far more balanced than 3.5, especially if you put in the requisite DM oversight. I think it'll also look and feel a lot more like fantasy literature, even the stuff theoretically written about D&D-- I found some of the original Drizzt books in a book swap recently, and was thinking "man, M&M is a way better system for this stuff." But it's hard to tell that without playtesting. I really, really want to use this, mind you-- I couldn't find a group at school, due to impending finals, but hopefully this summer...

Starsign
2013-05-17, 12:04 PM
Proud? I dunno. Some of the powers I worked out are pretty shoddy; others (like Prismatic Spray) are I think pretty clever. Despite Belial's arguments, I think it's far, far more balanced than 3.5, especially if you put in the requisite DM oversight. I think it'll also look and feel a lot more like fantasy literature, even the stuff theoretically written about D&D-- I found some of the original Drizzt books in a book swap recently, and was thinking "man, M&M is a way better system for this stuff." But it's hard to tell that without playtesting. I really, really want to use this, mind you-- I couldn't find a group at school, due to impending finals, but hopefully this summer...

Well it definitely seems like it has promise, so I am hoping for more developments in the possible future :smallbiggrin:

By any chance, can a Skald be made another request? I recall it being a more combat-focused Bard.

Grod_The_Giant
2013-05-17, 12:09 PM
Sure. What book is it from?

Starsign
2013-05-17, 12:19 PM
Sure. What book is it from?

Well... I don't recall, not completely anyway. My best memory of it was actually from other editions like AD&D 2e (where I think a close variant of it is called Blade) and 4e. Not all too helpful actually, sorry. :smallredface:

Ah well, there's a great list of classes already. :smallbiggrin:

Grod_The_Giant
2013-05-17, 12:40 PM
If you can remember any of its combat-related abilities, I can take a stab at 'em.

Starsign
2013-05-17, 12:52 PM
If you can remember any of its combat-related abilities, I can take a stab at 'em.

Sure thing then. I'll let you know when I figure it out.

Just to ask, what sort of PLs for these characters fit best for the various types of Fantasy settings or tones? (like High Fantasy, Low Fantasy, etc)

Grod_The_Giant
2013-05-17, 01:06 PM
Just to ask, what sort of PLs for these characters fit best for the various types of Fantasy settings or tones? (like High Fantasy, Low Fantasy, etc)
Um. I dunno. I'd say 5-6 would be a good starting level-- soldiers are written up at PL 5. I did an Exalted-in-M&M game at PL 8, and we felt respectably boss. But on the whole, I think it has a lot more to do with how you build the character than what the exact numbers are-- I can make a PL 12 martial artist with no superpowers whatsoever, and I can make a PL 8 strongman who can juggle tanks and jump a mile in a single move action.

Starsign
2013-05-17, 02:56 PM
Um. I dunno. I'd say 5-6 would be a good starting level-- soldiers are written up at PL 5. I did an Exalted-in-M&M game at PL 8, and we felt respectably boss. But on the whole, I think it has a lot more to do with how you build the character than what the exact numbers are-- I can make a PL 12 martial artist with no superpowers whatsoever, and I can make a PL 8 strongman who can juggle tanks and jump a mile in a single move action.

Oh yeah true. PL does tend to vary.

BTW, if I might make one more request, might you be able to make the Dread Pirate PrC/class from, I think it was Stormwreck? It's in one of the supplements IIRC, but I have forgotten the exact name at this time.

Grod_The_Giant
2013-05-17, 07:44 PM
Oh yeah true. PL does tend to vary.

BTW, if I might make one more request, might you be able to make the Dread Pirate PrC/class from, I think it was Stormwreck? It's in one of the supplements IIRC, but I have forgotten the exact name at this time.
I think that's Stormwreck, aye. And sure, no problem!

Dread Pirate
{table=head]Power|Effect|Cost
Seamanship|Skill: Expertise (Sailing)|1 point/2 ranks
Two-Weapon Fighting|See the Ranger|Varies
Fearsome Reputation|Skill: Persuade or Intimidation|1 point/2 ranks
Rally the Crew|Immune 2 (Charm, Fear), Sustained, Affects Only Others, Burst Area, Selective|6 points
|Advantage: Leadership|1 point
Sneak Attack|See the Rogue|varies
Acrobatic Charge|Movement X (Sure Footed)|2 points/rank
Luck of the Wind|Advantage: Luck|1 point/rank, up to a max of 1/2 power level
Scourge of the Sea|Affliction X (Impaired -> Disabled, resisted and overcome by Will), Burst Area, Selective, Limited Degree|2 points/rank
|Advantage: Daze|1 point
Skill Mastery|Advantage: Skill Mastery (Acrobatics, Athletics)|2 points
Fight to the Death|Enhanced Advantage: Diehard, Affects Only Others, Burst Area, Selective; Enhanced Dodge X, Affects Only Others, Burst Area, Selective; Enhanced Parry X, Affects Only Others, Burst Area, Selective|3 points + 3 points/rank of enhanced Dodge or Parry
Motivate the Scum|Luck Control 1 (force a reroll); Luck X, Limited to Toughness checks against attacks made by your allies|2 points + 1 point/rank of Luck, up to a max of 1/2 power level
Pirate King|Advantage: Minion|1 point/rank
|Advantage: Sidekick|1 point/rank[/table]

cameronpants
2013-05-17, 11:13 PM
I love this. Very much.

Just a thought on Protection from Evil- I think you have it overpriced.

Immunity is 1:1.
I would guage Mind Control and Summoned Creatures each at 5 ranks.
Also Affects Others is +1. 1:2
Permanent to Sustained is +1. 1:3
Limited (evil creatures only) is -1. 1:2.

That's 20 points. 40 if each of those are 10 ranks. Selective is not perfect for this spell; thats more for sculpting a blast effect around allies, or for inspire courage to not affect enemies. Just my thoughts.

Grod_The_Giant
2013-05-17, 11:22 PM
I love this. Very much.

Just a thought on Protection from Evil- I think you have it overpriced.

Immunity is 1:1.
I would guage Mind Control and Summoned Creatures each at 5 ranks.
Also Affects Others is +1. 1:2
Permanent to Sustained is +1. 1:3
Limited (evil creatures only) is -1. 1:2.

That's 20 points. 40 if each of those are 10 ranks. Selective is not perfect for this spell; thats more for sculpting a blast effect around allies, or for inspire courage to not affect enemies. Just my thoughts.
Ah. Selective appears to be left over from copy-pasting Magic Circle Against Evil. Good catch. (Permanent to Sustained is a +0 modifier, though)

Bfiderlein
2013-05-17, 11:39 PM
I'd don't want to pile on the requests, but I'd like to see your thoughts on building a Pathfinder Alchemist

cameronpants
2013-05-18, 11:51 AM
(Permanent to Sustained is a +0 modifier, though)

Ah, right. I was thinking Continuous (so the spell keeps going even if the caster is rendered unconscious.)

Draz74
2013-05-18, 02:57 PM
I really, really want to use this, mind you-- I couldn't find a group at school, due to impending finals, but hopefully this summer...
I'd be interested to hear how it turns out, possibly even reading a campaign journal. (I tend to think converting RHoD and running it in the new ruleset is a good way to test out an RPG system. :smallwink:)


By any chance, can a Skald be made another request? I recall it being a more combat-focused Bard.


Well... I don't recall, not completely anyway. My best memory of it was actually from other editions like AD&D 2e (where I think a close variant of it is called Blade) and 4e.
There is a Warrior Skald PrC in 3e. It's from Races of Faerun (which is 3.0).


If you can remember any of its combat-related abilities, I can take a stab at 'em.

The RoF version: Bardic music, aura of fatigue immunity, aura of fear, new use of bardic music that grants Rage to allies.

Popertop
2013-05-18, 03:41 PM
this is amazing.

I'm definitely adopting this for my personal world.

So many things are easily translatable

:smallcool:

Grod_The_Giant
2013-05-19, 06:44 PM
I'd don't want to pile on the requests, but I'd like to see your thoughts on building a Pathfinder Alchemist
Hmm... Not familiar with the class-- I've never played PF-- but I can take a look.


I'd be interested to hear how it turns out, possibly even reading a campaign journal. (I tend to think converting RHoD and running it in the new ruleset is a good way to test out an RPG system. :smallwink:)
I'll certainly post impressions.


There is a Warrior Skald PrC in 3e. It's from Races of Faerun (which is 3.0).
...
The RoF version: Bardic music, aura of fatigue immunity, aura of fear, new use of bardic music that grants Rage to allies.
Thanks.

Starsign
2013-05-19, 10:33 PM
There is a Warrior Skald PrC in 3e. It's from Races of Faerun (which is 3.0).

The RoF version: Bardic music, aura of fatigue immunity, aura of fear, new use of bardic music that grants Rage to allies.

Wow, I don't have the book, so I wasn't aware of it. Quite neat actually :smallbiggrin:

And I agree with Draz, if you do a campaign journal for this system, I'd so love to read it.

cameronpants
2013-05-20, 02:12 AM
I have been toying with power level limits since I started reading this thread. I believe that the traditional caps (Power Level of the campaign) makes D&D feel strange at low levels.

Some additional things I have implemented for testing: every attack, spell, and ability has a linked ability score. That score helps determine max ranks. You select this ability score based on the power in question.
There are three types of bonus to checks or defenses: Ability (from any ability score pertaining to the effect), Enhancement (skills, feats, and spells or other boosters), and Item (weapons, armor, magic items). As normal, bonuses of the same type do not stack.

Here are my musings:

Ability Score maximums:
4 + 1 per 4 levels + 1 at 10th, 14th, and 18th.
(Note: Races' ability modifiers increase or decrease these maximums as well.)

Power/Effect maximum ranks:
Linked Ability Score + 1/2 Level

Max Skill ranks:
Cross Class: Linked Ability Score
Class Skill: Level + 3
(Note: no class will have Close Combat or Ranged Combat as class skills.)

Advantage maximums:
Maximum Iterations: 1/2 Level + 1 (rounded down until after 10th level)

Buying ranks of Defenses will be folded into Advantages (Lightning Reflexes, etc) so the max math is still on equal footing all around.

No tradeoffs are allowed without a relevant advantage (Power attack, Accurate Attack, etc).

Were these maximums used, racial mods to stats would be few and far between (more likely recommendations), and altered Character Points per level (levels 1, 4, 8, 10, 13, 14, 16, and 18 would grant 20 points, and level 20 would grant 25 points (totalling 350 at 20th.))

As long as the GM keeps an eye out for obvious pot holes, these scores should reflect a more accurate RNG of a traditional D&D game. Thoughts?

cameronpants
2013-05-20, 07:55 AM
Couple more things:

Tactical combat is much more important to D&D in my opinion. As a houserule, I would propose the following changes: the Speed and Leaping powers to grant +10ft per rank (to ground speed and leapng distance respectively). Flight and Swimming follow a different chart than Distance:
Rank/Speed
1 // 30
2 // 45
3 // 60
4 // 75
5 // 100

Each rank after 5 adds 25 ft to speed.
Just some thoughts. Wanted to share.

Grod_The_Giant
2013-05-23, 01:39 PM
Ok. Warrior Skald, here:

{table=head]Power|Effect|Cost
Bardic Music|See Bard|Varies
Aura of Energy|Immunity 5 (Fatigue Effects), Sustained, Burst Area, Selective|15 points
Aura of Fear|Reaction (enemy approaches within 30 feet) Affliction X (Impaired -> Disabled, resisted and overcome by Will), Limited Degree, Perception-Ranged|5 points/rank
Song of Rage|Enhanced Strength X linked to Enhanced Stamina X linked to Reduced Fighting X linked to Reduced Dodge X linked to Reduced Will X. All Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant|1 point/rank
|Enhanced Advantages: All-Out Attack and Power Attack, Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant|4 points[/table]

@Bfiderlein:
Here's the Alchemist's chassis. Discoveries will take a bit longer.
{table=head]Power|Effect|Cost
Alchemy|Enhanced Skill (Occult), limited to use with the Artificer advantage|1 point/3 ranks
|Feature 1: Use Expertise (Alchemy) with the Artificer Advantage|1 point
|Variable X (alchemical compounds), Slow|6 points/rank
Bomb|Ranged Damage X|2 points/rank
|Ranged Damage X; Burst Area on half the ranks.|2 points/rank of Ranged Damage, + 1 point/rank of Burst Area
|Ranged Burst Area Damage X|3 points/rank
Brew Potion|Advantage: Artificer|1 point
Mutagen|Enhanced Strength X, linked to Reduced Intelligence X, linked to Reduced Close Combat X, Activation (Move).|1 point + 1 point/3 ranks
|Alternate Effect: Enhanced Agility X, linked to Reduced Awareness X, Linked to Enhanced Parry X, linked to Reduced Toughness X, Activation (Move).|
|Alternate Effect: Enhanced Stamina X, linked to Reduced Presence X, linked to Reduced Dodge X, linked to Reduced Parry X.|
Throw Anything|Skill: Ranged Combat (Throwing)|1 point/2 ranks
|Advantage: Throwing Mastery|1 point
Poison Resistance|Immunity 1 (Poison), limited to half effect|½ point
Swift Alchemy|Quickness 2, limited to use with alchemy/Artificer advantage.|1 point
|Variable X (alchemical compounds), Quirk -2: requires materials to change|7 points/rank, -2 points
Swift Poisoning|Weaken Toughness X, Triggered 1 (chosen weapon attack damages target). Alternate Effects to Weaken other abilities.|1 point + 1 point/rank of Weaken + 1 point per Alternate Effect
|Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude), Triggered 1 (chosen weapon attack damages target)|1 point + 1 point/rank
Poison Immunity|Immunity 1 (Poison)|1 point[/table] 

Discoveries
{table=head]Power|Effect|Cost
Acid Bomb*|Variable Descriptor 1 on bomb (acid or fire)|1 point
|Linked Ranged Weaken Toughness X to bomb, original effect as Alternate Effect|1 point + 2 points/rank
Alchemical Simulacrum (Su)|Summon X (simulacrum), Heroic, Variable Type 1 (copy of a target), Attitude (Indifferent), Slow, Continuous|4 points/rank
Alchemical Zombie (Su)|Summon X (Zombie)|2 points/rank
Blinding Bomb*|Linked Ranged Affliction X (visually Impaired -> visually Disabled -> visually Unaware, resisted and overcome by Fortitude) to bomb; original effect as Alternate Effect|1 point + 2 points/rank
Bottled Ooze (Su)|Summon X (ooze), Variable Type 1 (oozes encountered), Active, Attitude (Indifferent)|3 points/rank
Breath Weapon Bomb*|Alternate Effect of Breath Weapon: Close Cone Area instead of ranged|1 point
Chameleon (Su)|Enhanced Skill (Stealth) X|1 point/2 ranks
|Concealment 2 (normal vision), Blending|2 points
Change Alignment (Su)|Affliction X (Entranced -> Compelled -> Controlled, resisted and overcome by Will)|1 point/rank
Combine Extracts|Link two effects together|Varies
Concentrate Poison|Link two poison effects together|Varies
Concussive Bomb*|Variable Descriptor 1 on bomb (sonic or fire)|1 point
|Linked Ranged Affliction X (hearing Impaired -> hearing Disabled -> hearing Unaware, resisted and overcome by Fortitude) to bomb; original effect as Alternate Effect|1 point + 2 points/rank
Confusion Bomb*|Linked Ranged Affliction X (Impaired -> Compelled -> Incapacitated, resisted and overcome by Will); original effect as Alternate Effect|1 point + 2 points/rank
Delayed Bomb|Triggered 1 (time) on bombs|1 point
Dispelling Bomb|Nullify X (magic), Broad, Simultaneous; original bomb as Alternate Effect|1 point + 3 points/rank
|Nullify X (magic), Area, Broad, Simultaneous; original bomb as Alternate Effect|1 point + 4 points/rank
Elixir of Life|Healing X, Resurrection, limited to Resurrection|2 points/rank
Eternal Potion|Make a power permanent|Varies
Explosive Bomb*|Burst Area Damage X; original bomb as Alternate Effect|1 point + 3 points/rank.
Explosive Missile|Extended Range 1 on bomb effect|1 point/rank
Fast Bombs|Ranged Damage X, Multiattack; original bomb as Alternate Effect|1 point + 3 points/rank.
Feral Mutagen|Strength-Based Damage X|1 point/rank
Fire Brand (Su)|Enhanced Strength, limited to Damage; Feature 1 (weapon engulfed in flame), Sustained|1 point/rank
Force Bomb*|Variable Descriptor 1 on bomb (force or fire), Affects Insubstantial 2|3 points
|Linked Move Object X, limited to Pushing, Affects Insubstantial 2 on both effects; original bomb as Alternate Effect|5 points + 1 point/rank
Frost Bomb*|Variable Descriptor 1 on bomb (cold or fire)|1 point
|Linked Ranged Affliction X (Impaired and Hindered- > Disabled and Immobilized, resisted and overcome by Fortitude); original bomb as Alternate Effect|1 point + 2 points/rank
Grease Bomb*|Ranged Burst Area Affliction X (vulnerable -> prone, resisted and overcome by Dodge), Limited Degree; original bomb as Alternate Effect|1 point + 2 points/rank
Healing Touch (Ex)|Healing X|2 points/rank
Holy Bombs*|Variable Descriptor 1 on bomb (holy or fire)|1 point
Immolation Bomb*|Secondary Effect on bomb|+1 point/rank
Inferno Bomb*|Ranged Cloud Area Damage X, Concentration|4 points/rank
Infusion|Add Affects Also Others onto effects here|+1 point/rank
Lingering Spirit (Ex)|Advantage: Diehard|1 point
Madness Bomb|Ranged Weaken Awareness X|2 points/rank
Mummification (Ex)|Immunity 13 (Cold, paralysis, sleep)|13 points
Nauseating Flesh|Reaction (getting bitten) Affliction X (Dazed -> Stunned, resisted and overcome by Fortitude)|3 points/rank
Parasitic Twin (Ex)|Advantage (Second Chance; mind control)|1 point
Plague Bomb*|Ranged Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fortitude), Contagious|3 points/rank
Poison Bomb*|Affliction X (Fatigued -> Exhausted -> Dying, resisted and overcome by Fort), Ranged, Area Cloud; linked to Concealment 4 (all visual), Attack, Area Cloud|12 points + 3 points/level
Precise Bombs|Add Selective to bomb effects|+1 point/rank
Preserve Organs (Ex)|Immunity 4 (sneak attacks, critical hits), Unreliable|2 points
Rag Doll Mutagen (Su)|Enhanced Skill (Sleight of Hand) X, limited to Escape Artist checks; Immunity 5 (Falling damage)|5 points + 1 point/ 3 ranks
|Insubstantial 1 (fluid)|5 points
Rocket Bomb (Su)|Advantage: Power Attack, limited to use with bombs|½ point
Scrap Bomb (Su)|Add Secondary Effect to bomb|+1 point/rank
Shock Bomb*|Variable Descriptor 1 on bomb (acid or fire)|1 point
|Linked Ranged Affliction X (Dazed -> Stunned -> Incapacitated, resisted and overcome by Fortitude); original bomb as Alternate Effect|1 point + 2 points/rank
Smoke Bomb*|Concealment 4 (all visual), Attack, Area Cloud|12 points
Spontaneous Healing (Ex)|Regeneration X|1 point/rank
Sticky Bomb|Add Secondary Effect to bomb|+1 point/rank
Stink Bomb*|Affliction X (Impaired -> Vulnerable->Incapacitated, resisted and overcome by Fortitude), Ranged, Area Cloud, Limited Degree; linked to Concealment 4 (all visual), Attack, Area Cloud|12 points + 2 points/rank
Strafe Bomb (Su)|Add Line Area to bomb effect|+1 point/rank
Sunlight Bomb*|Environment 2 (Light 2)|4 points
Tanglefoot Bomb*|Environment X (Impede Movement 2), Ranged|3 points/rank
|Affliction X (Hindered -> Immobile, resisted by Dodge, overcome by Strength), Ranged, Area Burst, Limited Degree, Alternate Resistance (Strength)|3 points/rank
Tentacle (Ex)|Extra Limbs 1|1 point
Tumor Familiar (Ex)|Summon X (Familiar), Heroic, Mental Link. See the wizard for familiar abilities.|1 point + 4 points/rank
Vestigial Arm (Ex)|Extra Limbs 1|1 point
Wings (Ex)|Fly X, Wings|1 point/rank[/table]
Grand Discoveries
{table=head]Awakened Intellect|Raise Intellect score by 2|4 points
Eternal Youth|Immunity 1 (Aging)|1 point
Fast Healing|Regeneration X|1 point/rank
Philosopher's Stone|Transform X (any material into gold), Continuous, Easily Removeable. Alternate effect turns anything into silver|1 point + 4 points/rank – 2 points/5 points of total cost.
Poison Touch|Weaken Toughness X. Alternate Effects to Weaken other abilities.|1 point/rank + 1 point per Alternate Effect
|Affliction X (Impaired -> Disabled -> Paralyzed, resisted and overcome by Fortitude)|1 point/rank[/table]

@cameronpants:

I'm not sure what the purpose of your proposed altered caps system is. Having caps at all is a significant change from D&D from an optimizer's point of view, but I don't think that the average player will really notice. I can't help but feel like what you're proposing will both increase complexity (because I'm having trouble understanding it) and upset the balance of a game that's already well balanced in that regard. Remember, you probably wouldn't be starting at PL 1-- My recommendation is PL 5 or 6.
Re-writing the scaling on the Ranks and Measures table to be more linear is not a bad idea for a non-superhero game, methinks, particularly lifting capacity.
One the subject of "tactical combat," though... M&M is really not built for that. Like, it's really not. Never mind speed; you'd have to re-introduce things like Attacks of Opportunity, and even then... characters in M&M tend not to have as many tactical tricks as a D&D character. On the other hand, it is an excellent system for cinematic combat.

Starsign
2013-05-23, 06:17 PM
Ok. Warrior Skald, here:

{table=head]Power|Effect|Cost
Bardic Music|See Bard|Varies
Aura of Energy|Immunity 5 (Fatigue Effects), Sustained, Burst Area, Selective|15 points
Aura of Fear|Reaction (enemy approaches within 30 feet) Affliction X (Impaired -> Disabled, resisted and overcome by Will), Limited Degree, Perception-Ranged|5 points/rank
Song of Rage|Enhanced Strength X linked to Enhanced Stamina X linked to Reduced Fighting X linked to Reduced Dodge X linked to Reduced Will X. All Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant|1 point/rank
|Enhanced Advantages: All-Out Attack and Power Attack, Sustained, Affects Only Others, Perception Ranged, and Sense (Hearing) Dependant|4 points[/table]

This is very nice! I like it, as I do with all your other classes. :smallbiggrin: Hope you've been enjoying making these classes.

Grod_The_Giant
2013-05-23, 11:31 PM
Discoveries are posted!

Bfiderlein
2013-05-24, 08:44 AM
Wow! Very, very cool.

Starsign
2013-05-24, 10:56 AM
Wow those are a lot of discoveries. :smalleek: How long did it take for you to do up all of these?

Grod_The_Giant
2013-05-24, 11:04 AM
Wow those are a lot of discoveries. :smalleek: How long did it take for you to do up all of these?
Mmm. An hour, maybe?

cameronpants
2013-05-25, 02:15 AM
@cameronpants:

I'm not sure what the purpose of your proposed altered caps system is. Having caps at all is a significant change from D&D from an optimizer's point of view, but I don't think that the average player will really notice. I can't help but feel like what you're proposing will both increase complexity (because I'm having trouble understanding it) and upset the balance of a game that's already well balanced in that regard. Remember, you probably wouldn't be starting at PL 1-- My recommendation is PL 5 or 6.
Re-writing the scaling on the Ranks and Measures table to be more linear is not a bad idea for a non-superhero game, methinks, particularly lifting capacity.
One the subject of "tactical combat," though... M&M is really not built for that. Like, it's really not. Never mind speed; you'd have to re-introduce things like Attacks of Opportunity, and even then... characters in M&M tend not to have as many tactical tricks as a D&D character. On the other hand, it is an excellent system for cinematic combat.



The cap changes were suggestions to make M&M both playable from PL 1 and function closer to D&D's maximums. And, optimization or not, without LA they are quite hard to escape.
I was thinking that exactly. Though using the chart from D&D might be the easiest solution.
M&M isn't, you are right. What I meant was Dungeons and Dragons 3.5 is quite tactical (though not as much so as 4e). I was just suggesting a method to change M&M to make it more accommodating to the tactical approach.

Svata
2013-05-25, 08:10 AM
Just YES. Great idea, well implemented. HIGH FIVE!

Grod_The_Giant
2013-05-25, 10:25 AM
@Svata- <high-five>



The cap changes were suggestions to make M&M both playable from PL 1 and function closer to D&D's maximums. And, optimization or not, without LA they are quite hard to escape.
I was thinking that exactly. Though using the chart from D&D might be the easiest solution.
M&M isn't, you are right. What I meant was Dungeons and Dragons 3.5 is quite tactical (though not as much so as 4e). I was just suggesting a method to change M&M to make it more accommodating to the tactical approach.

The thing is that you're messing around with the core balancing element of the system, for-- as far as I can tell-- very limited reward. If the numbers at PL 1 don't feel right for a heroic character, don't start at PL 1. Not sure what you mean by "without LA they are quite hard to escape."
I'd leave Speed alone, truth be told-- being able to have high-speed travel through spells and such is useful, and it would mess up some of the relationships on the chart. Strength is the most worrying, given how fast you get to superhuman weight capacities... but even that, I think, would be OK in a non-gritty game.
I don't think you can make M&M a very tactical game unless you rewrite it to the point that it's actually another system. High movement speeds are the least of your problems. If you want tactical combat, play D&D. If you want cinematic, play M&M.

Starsign
2013-05-26, 11:56 AM
Of this talk about tactical and cinematic story/gameplay, I was wondering Grod, how cinematic could M&M be for D&D-style games compared to systems such as D&D itself, GURPS, FATE, etc?

Speaking of which, would it be feasible for any sort of D&D race to have super-strength of some kind via M&M? I'm mostly referring to really big races such as giants or titans.

cameronpants
2013-06-05, 12:19 PM
@Svata- <high-five>


The thing is that you're messing around with the core balancing element of the system, for-- as far as I can tell-- very limited reward. If the numbers at PL 1 don't feel right for a heroic character, don't start at PL 1. Not sure what you mean by "without LA they are quite hard to escape."
I'd leave Speed alone, truth be told-- being able to have high-speed travel through spells and such is useful, and it would mess up some of the relationships on the chart. Strength is the most worrying, given how fast you get to superhuman weight capacities... but even that, I think, would be OK in a non-gritty game.
I don't think you can make M&M a very tactical game unless you rewrite it to the point that it's actually another system. High movement speeds are the least of your problems. If you want tactical combat, play D&D. If you want cinematic, play M&M.

In regards to my comment about LA: there are maximums (caps) for ability scores, BAB, damage output, DCs, etc. for low level characters in D&D- there's only so high one can go. With templates and races with LA you can bypass that cap and have stats much higher than otherwise possible- with the trade-off of lower core attributes (BAB, HD, Skills, etc).

Grod_The_Giant
2013-06-05, 12:42 PM
In regards to my comment about LA: there are maximums (caps) for ability scores, BAB, damage output, DCs, etc. for low level characters in D&D- there's only so high one can go. With templates and races with LA you can bypass that cap and have stats much higher than otherwise possible- with the trade-off of lower core attributes (BAB, HD, Skills, etc).
Yeah, OK, I think I kind of see that. I'm afraid that I still don't see any virtue in messing around with the PL caps. If the numbers at PL 1 feel too low, don't start at PL 1. You're not supposed to start at PL 1-- that's level 1 commoner level.

Grod_The_Giant
2013-06-05, 01:24 PM
Of this talk about tactical and cinematic story/gameplay, I was wondering Grod, how cinematic could M&M be for D&D-style games compared to systems such as D&D itself, GURPS, FATE, etc?
I would think more cinematic than D&D, which tends to be very tactical and detailed instead. FATE... probably depends a lot on your group. My biggest issue with FATE and cinematics is that you have to spend resources to interact with the environment in a significant way, which is something of a disincentive.


Speaking of which, would it be feasible for any sort of D&D race to have super-strength of some kind via M&M? I'm mostly referring to really big races such as giants or titans.
The Ranks and Measures (http://www.d20herosrd.com/home/ranks-and-measures) table says that it's inevitable. Anything above Strength 3 (800 pounds with extra effort) is beyond even 80s action movie heroes.

cameronpants
2013-07-25, 03:08 PM
I haven't given much thought to this amazing piece of work lately. I hope this isn't considered thread necro (being over a month old), but I threw together modified charts (https://docs.google.com/file/d/0BzCWAi_SBwdSMU0tR2FDUmg5Qms/edit?usp=sharing)for a Dungeons & Masterminds game.

It doesn't work the same way it did in Mutants and Masterminds (Add the Time + Distance rank to determine how far you went, etc), but it should scale things back enough to enjoy.

Str chart is based entirely on the chart from Pathfinder. Everything else is derived from my own mind crossed with M&M 3rd edition.

Things do fall apart when a spellcaster casts a spell with a rank higher than 14 (Spells lasting longer than 24 hours is always a headache). Though, I guess with a houserule that no spell can last more than 24 hours without Permanency-like effect could work. Like, dawn erases magic from the land that isn't bound down with binding circles or glyphs or somesuch.

Thoughts?



EDIT:

I just had a neat idea. Know how characters can trade-off DC vs Attack, Save vs Dodge kind of thing? I think it'd be cool if a spell could do something similar. Have a Telekinesis-like effect, rank 1. Reduce the mass it can carry by 6 and increase its Range by 6. Suddenly, you have Mage Hand with a range of 160ft.

Grod_The_Giant
2013-07-25, 03:15 PM
Link doesn't seem to work-- I see "Chart.xlsx - Google Drive," but there's no content.

cameronpants
2013-08-09, 08:57 AM
May embed them as images....?
https://docs.google.com/viewer?pid=explorer&srcid=0BzCWAi_SBwdSMU0tR2FDUmg5Qms&docid=b04eeaebaddded83cfd8f2cb6d9d50f8%7Cc365474a6 956498aa7867ad2869b1c52&a=bi&pagenumber=1&w=807https://docs.google.com/viewer?pid=explorer&srcid=0BzCWAi_SBwdSMU0tR2FDUmg5Qms&docid=b04eeaebaddded83cfd8f2cb6d9d50f8%7Cc365474a6 956498aa7867ad2869b1c52&a=bi&pagenumber=2&w=807

Grod_The_Giant
2013-08-09, 09:15 AM
May embed them as images....?
That didn't work either, but now the original link seems OK.

Your mass scaling looks kind of strange. What rule were you using to calculate it? (Also, I don't know that the Action and Duration tables are necessary, or even relevant, given how M&M works.)

cameronpants
2013-08-09, 09:30 AM
That didn't work either, but now the original link seems OK.

Your mass scaling looks kind of strange. What rule were you using to calculate it? (Also, I don't know that the Action and Duration tables are necessary, or even relevant, given how M&M works.)

They were for my benefit, when I was toying with the 'trade off' ranks of a power idea. Having a rank at -2 for duration needed something more specific than '2 seconds' for game terms.

Mass scaling is pretty much the weights from D&D. Doubling every 2.5 increases.

Grod_The_Giant
2013-08-09, 09:54 AM
They were for my benefit, when I was toying with the 'trade off' ranks of a power idea. Having a rank at -2 for duration needed something more specific than '2 seconds' for game terms.

Mass scaling is pretty much the weights from D&D. Doubling every 2.5 increases.
Ah. I was thinking more along the lines of "100lb, +100 lb for every rank of Strength," or something like that, but I guess your way works.

As for the first... well, you'd need to significantly change how duration works in M&M. As-is, there are only four durations: instant, concentration, sustained (as long as you take a free action to keep it active), and permanent. Given the fact that effects are at-will, any "duration" of more than a few rounds is pretty meaningless, anyway.

cameronpants
2013-08-10, 04:59 PM
Ah. I was thinking more along the lines of "100lb, +100 lb for every rank of Strength," or something like that, but I guess your way works.

As for the first... well, you'd need to significantly change how duration works in M&M. As-is, there are only four durations: instant, concentration, sustained (as long as you take a free action to keep it active), and permanent. Given the fact that effects are at-will, any "duration" of more than a few rounds is pretty meaningless, anyway.

Good point. I was toying with creating 1/day abilities with durations, but got rather stuck. The idea was that a PC could have fewer at wills or plentiful per days.

Grod_The_Giant
2013-08-10, 05:09 PM
Good point. I was toying with creating 1/day abilities with durations, but got rather stuck. The idea was that a PC could have fewer at wills or plentiful per days.
You can get something vaguely along those lines with Unreliable-- there's an option for 5 uses before you have to recharge, or 1 if you apply the flaw twice.

I've also toyed with the idea that you can take some flaws (Tiring, Side Effect, etc) without decreasing the cost of the power-- instead, you get to use it at +1 PL. If you combine that with double Unreliable, you get a big powerful 1/day ability.

cameronpants
2013-09-01, 08:25 PM
You can get something vaguely along those lines with Unreliable-- there's an option for 5 uses before you have to recharge, or 1 if you apply the flaw twice.

I've also toyed with the idea that you can take some flaws (Tiring, Side Effect, etc) without decreasing the cost of the power-- instead, you get to use it at +1 PL. If you combine that with double Unreliable, you get a big powerful 1/day ability.

I like it. It works really well, actually. I was also thinking about extra effort and fixed bonuses from it functioning like metamagic. Might be neat.

Also, I really want to run a PbP gane using this material. If I do, I will link this thread, and it is possible you'll get some more requests. Is that kosher?

Grod_The_Giant
2013-09-01, 09:33 PM
Also, I really want to run a PbP gane using this material. If I do, I will link this thread, and it is possible you'll get some more requests. Is that kosher?
Why do we homebrew, if not so that someone will use it? Go with my blessings.

(Also, requests are fun)

Zireael
2013-09-20, 09:15 AM
I like the new table for weight/mass scaling. A perfect mix of D&D and M&M.

EDIT: What is the 'Time' column for??

cameronpants
2013-10-15, 02:45 PM
I like the new table for weight/mass scaling. A perfect mix of D&D and M&M.

EDIT: What is the 'Time' column for??

Time and Action were from me toying around with durations to get away from M&M's Concentration/Sustained/Continual system. Didn't yield any positive results, however.

Grod_The_Giant
2014-04-26, 07:03 PM
It turns out that the new table code uses up way more characters than the old one did. I've returned this to legibility, but I've had to shuffle things around, and there wasn't room for all of the requests on the first page.

Removed request items:

For TheWombatOfDoom:
Centaur- 19 points
Ability Modifiers

Agility +2
Stamina +2
Intellect -1


Skill Ranks
None

Powers

Growth 4 (Permanent, Innate)
Speed 4
Senses 1 (Darkvision)


Tiefling- 23 points (v1) or 11 points (v2)
Ability Modifiers

+1 Agility
+1 Intellect
-1 Presence


Skill Ranks

+4 Deception
+4 Stealth


Powers v1

Senses 1 (Darkvision)
Darkness- Concealment 4 (all visual), Attack, Ranged, Area Burst


Powers v2

Senses 1 (Darkvision)
Environment 2 (Visibility 2) 4 points


Half-Dragon- 32 points + 2 points/rank of breath weapon
Note: Feel free to increase the ranks of the Scales, Claws, and Flight powers



Power
Effect
Cost


Ability Modifications
Strength +4, Stamina +1, Intellect +1, Presence +1
14 points


Scales
Protection 2, Obvious
1 point


Claws
Strength-based Damage 2, Obvious
2 points


Breath Weapon

Damage X, Area (cone or line)
2 points/rank


Wings
Fly 2, Wings
2 points


Senses
Senses 2 (Darkvision, low-light vision)
2 points


Immunities
Immunity 10 (sleep, paralysis, one type of energy damage)
10 points




For Eldan, again:
Half-Fiend- 42 points, +1/rank of Toughness, + cost of spell-like abilities



Power
Effect
Cost


Ability Modifications
Strength +2, Agility +2, Intellect +2, Stamina +1, Presence +1
16 points


Wings
Fly 1, Wings
1 point


Claws
Strength-based Damage 2, Obvious
2 points


Spell-Like Abilities
Pick one or more from the list of spells: Darkness, Poison, Blasphemy (as Holy Word, but works against Good), Summon Monster (Limited to fiends, -1 point/rank), Slay Living
Varies


Senses
Sense 1 (Darkvision)
1 point


Immunities
Immunity 2 (poision); Immunity 20(acid, cold, electricity, fire damage), Limited to half effect
12 points


Spell Resistance
Immunity 20 (Magic), Unreliable
10 points


Damage Reduction
Impervious X on Toughness
1 point/rank, to a maximum of Toughness




Half-Celestial- 46.5 points, +1/rank of Toughness, + cost of spell-like abilities



Power
Effect
Cost


Ability Modifications
Strength +2, Stamina +2, Awareness +2, Presence +2, Agility +1, Intellect +1,
20 points


Wings
Fly 2, Wings
2 points


Daylight
Environment 2 (Light 2)
4 points


Spell-Like Abilities
Pick one or more from the list of spells: Protection from Evil, Aid, Cure ____ Wounds, Holy Word, Summon Monster (Limited to celestials, -1 point/rank)
Varies


Senses
Sense 1 (Darkvision)
1 point


Immunities
Immunity 1 (disease); Immunity 17 (acid, cold, electricity damage; poison), Limited to half effect
9.5 points


Spell Resistance
Immunity 20 (Magic), Unreliable
10 points


Damage Reduction
Impervious X on Toughness
1 point/rank, to a maximum of Toughness

infinitetech
2014-10-05, 05:01 PM
love this cross translation, a good tool to teach lore, amazing that it translated so easily where as the other way... doesnt

Vaynor
2014-10-17, 01:54 PM
The Red Towel: Thread necromancy.