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Thread: [M&M] Magic
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2010-11-12, 04:53 PM (ISO 8601)
- Join Date
- Mar 2010
[M&M] Magic
Hey there, I'm very new to the Mutants and Masterminds system, and I'll be joining in a campaign of the newest edition. I was wondering if anyone has any idea of how magic works in the system, as the rulebook is a bit vague about it. I understand that it somehow allows you to select other powers and add the magic descriptor to it, but how many power points does that cost and are there limits to this?
Sorry I'm so uneducated about all of this, but I'm very used to D&D spelling out every last detail of everything in the game >_<
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2010-11-12, 04:58 PM (ISO 8601)
- Join Date
- Dec 2009
- Location
- England
Re: [M&M] Magic
Well, let's say you take Magic 10 (costing 20pp). You make another power that costs up to 20pp (twice the rank). That power now has the magic descriptor. If you want more than one spell, take them as Alternate Powers.
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2010-11-12, 04:59 PM (ISO 8601)
- Join Date
- Jan 2006
- Gender
Re: [M&M] Magic
Completely ignore the Magic power. Create other powers as you see fit, and give them the [magic] descriptor.
Magic as a power is pointless. It's just dressing up an alternate power array.
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2010-11-12, 05:08 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Poland
- Gender
Re: [M&M] Magic
The Magic power is broken because it lets you pick pretty much all your powers as alternates under the "they're magic!" excuse. Do what Kami said and pick alternates where it's thematically appropriate.
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler
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2010-11-12, 05:40 PM (ISO 8601)
- Join Date
- Mar 2010
Re: [M&M] Magic
Oh, alright, I think I understand now. But what do you mean by take others as alternate powers, you mean just do the same thing twice?
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2010-11-12, 05:43 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Poland
- Gender
Re: [M&M] Magic
Alternate power is another power, costing the same total as the original power, taken for the low cost of a power feat instead of buying it for full points. The book explains it in a slightly confusing way, but still better than me.
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler
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2010-11-12, 05:51 PM (ISO 8601)
- Join Date
- Mar 2010
Re: [M&M] Magic
Oh alright, that was actually less confusing than the book. Thanks for the help! :D
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2010-11-12, 09:14 PM (ISO 8601)
- Join Date
- Jun 2009
Re: [M&M] Magic
Magick in m&m is pretty much just fluff
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2010-11-12, 09:29 PM (ISO 8601)
- Join Date
- Jan 2006
- Gender
Re: [M&M] Magic
Thing is, I've made a mage character who had almost all his powers all alternating off one another on the excuse that "they're magic!", and I still didn't use the Magic power to do it. It's just that pointless. If doing it that way can be legitimately excused, you don't need a power to make it okay. It seems useful mostly to slip stuff past an unwary GM, which is, well.
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2010-11-13, 06:02 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Under Mt. Ebott
- Gender
Re: [M&M] Magic
Really, what Kami said. Even without the "it's magic" excuse, with enough creativity and a bit of GM allowance you can alternate nearly anything off nearly anything (just ask the Silver Age writers! ). Magic's problem is that it's just a normal array that doesn't do anything special, and it's a rather boring array too, thematically speaking.