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Thread: Mutants and Masterminds Stats
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2007-09-26, 08:36 PM (ISO 8601)
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Mutants and Masterminds Stats
So.. other than skill modifiers, Strength, Intelligence, and Charisma are useless since they don't enhance anything and have no saving throws associated with them, right?
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2007-09-26, 08:37 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
Strength increases damage and lifting capacity.
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2007-09-26, 09:01 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
So strength is useful-ish, but Intelligence and Charisma are still useless? Any feats that let you swap int/charisma mods out for some other stat?
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2007-09-26, 09:07 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
Strength is more useful than you seem to think; melee builds will often depend on this stat.
Anyways, common consensus on the official boards is that changing the stat a skill check requires is a 1 point feat (equivalent to things like Acrobatic Bluff, and Taunt). Of course, you still have to come up with a reasonable justification. STR to intimidate can be easy to explain, or INT to initiative, but you'll have a harder time applying CON to Disguise.
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2007-09-26, 09:11 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
I don't do melee builds, so Strength is really a useless stat to me, personally. But I was sort of hoping all stats would have an inherent use other than "Skill checks".. I wonder if I can persuade my DM to let me use Cha for Toughness checks.
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2007-09-26, 09:22 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
That makes very little sense...
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2007-09-26, 09:23 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
No I went through this whole thing when I first looked at Mutants and Masterminds. Stats are useless, they really are, if you want to deal more damage just take more ranks in strike, if you want to pick things up take super strength, if you want to hit hard and pick stuff up take Strike and super strength. The only stat the ends up being equal to what you can buy for the same points in powers is constitution and only barely. I don't want to run all the math cause I'm lazy but look at it and you'll come to the same conclusion.
I think there is a variant in one of the books that gets rid of Ability scores all together and if I had the money to buy that book I would use that variant.
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2007-09-26, 09:25 PM (ISO 8601)
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2007-09-26, 09:30 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
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2007-09-26, 09:30 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
Intelligence gives you skill points. I've always found them useful, no matter the class. Not to mention it's the casting stat of one of the most powerful classes.
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2007-09-26, 09:31 PM (ISO 8601)
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2007-09-26, 09:38 PM (ISO 8601)
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2007-09-26, 09:38 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
Last edited by StickMan; 2007-09-26 at 09:39 PM.
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2007-09-26, 09:44 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
Charisma is only useful for interaction, but when do superheroes use that? So it usually becomes a dump stat. The rest are useful since intelligence helps a lot of the skills and strength is nice to have when you get hit by a nullifier if you melee. Of course low stats mean you suck against drain.
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2007-09-26, 09:57 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
Nope your better off just buying the skill points. There are 7 social interaction skills, to increases each of troughs by one point with CHA you have to pay 2 power points total increases in all modifiers=7. If you pay 2 points for skills you get 8 skill ranks so its just a little cheaper to go the skill route. Unless you want to go over your skill limit, then invest in CHA.
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2007-09-26, 10:54 PM (ISO 8601)
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Re: Mutants and Masterminds Stats
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2007-09-27, 12:32 AM (ISO 8601)
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Re: Mutants and Masterminds Stats
Strength does have a definite use in M&M, higher strength lets you lift more and deal more damage, which is great for a hulk smash type of character. Imagine maxing out your strength and super strength power.
Int and Cha seem to mostly be for flavor, they defiantly can be used to push your skills up into the lofty numbers, but power point wise thats very inefficient. A good GM will use straight int and cha checks to help in various circumstances, but otherwise you raise those stats because it makes sense for your hero to be smart/charismatic."Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
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2007-09-27, 12:54 AM (ISO 8601)
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Re: Mutants and Masterminds Stats
The Mastermind's Manual posits an optional rule: take the highest (or alternatively lowest) of your Int and Dex modifiers for your reflex save, and the same with Wisdom, Charisma, and your Will save.
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2007-09-27, 01:17 AM (ISO 8601)
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2007-09-27, 06:11 AM (ISO 8601)
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Re: Mutants and Masterminds Stats
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2007-09-27, 06:17 AM (ISO 8601)
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2007-09-27, 06:36 AM (ISO 8601)
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Re: Mutants and Masterminds Stats
What is your goal Strength there.
Lets go with 20 STR normal cost = 10 PP
Super Strength 2 ranks + Strike 5+Leaping 1 (Doubles your jumps)= 10 PP (So yea I guess if you want the skills as well then you might want str)
30 STR normal= 20PP
Super Strength 4 ranks+ Strike 10 ranks+ Leaping 1+ swimming 1= 20 PP ok well that does leave out Climb I would just pay for Wall-Crawling and never make a Climb check again.
If there were more than two str based skill I think you would be right but as is there are powers that can do the job better. And how often do you have to swim or climb something most heroes just fly over.
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2007-09-27, 06:50 AM (ISO 8601)
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Re: Mutants and Masterminds Stats
But the point is that it's not that much of a savings. Even if you leave out the skills, you're gaining few points on the side. When it's just one or two points on the line, it's probably better just to stick to buying up strength, concept wise.
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2007-09-27, 07:16 AM (ISO 8601)
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Re: Mutants and Masterminds Stats
Having strength rather than strike has its uses. Meet my friend The Void, his powers are extreme toughness and nullify, so when you can't use your strike are you going to wish you had some strength to back it up?
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2007-09-27, 07:43 AM (ISO 8601)
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Re: Mutants and Masterminds Stats
Depends, if the strike is a super power or not. You really should not be able to Nullify a strike power that is based on training. I'm looking at Nullify now and it is kind of poorly worded, not all powers come from a super source. So I think by the RAW of the game it would but I can't think of a good reason for it.
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2007-09-27, 08:10 AM (ISO 8601)
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