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11:04, 19th April 2024 (GMT+0)

Q&A, FAQ, etc.

Posted by GMFor group 0
GM
GM, 13 posts
The Narrator
Fri 19 Jun 2020
at 19:26
  • msg #1

Q&A, FAQ, etc

To start, I'll admit that this is a bit ambitious. A totally homebrewed world using MnM to mimic DnD while merging real world history with superheroes and epic fantasy. My Scrivener file is 85,000 words... half of that is probably old notes I've hoarded. Anyway, 40,000 words is too much for rpol.

So, let's have a thread where any and all OOC questions and discussions can occur.
Wysk Oran
player, 3 posts
Thu 25 Jun 2020
at 18:08
  • msg #2

Q&A, FAQ, etc

In reply to GM (msg # 1):

Sure thing. I have posted my thoughts and questions in the threads themselves. Any further ones, I will leave in the appropriate forum, I mean this one.
GM
GM, 27 posts
The Narrator
Wed 22 Jul 2020
at 06:57
  • msg #3

Q&A, FAQ, etc

I have an idea for a new houserule but it'll need some testing/tweaking

Rule: Equipment ignores PL caps
The rule sounds silly or game-breaking but it almost makes sense to me. If a farmer (PL0, Strength 0, Stamina 0, Fighting 0) finds a suit of chain mail (Protection 3), nothing prevents him from putting it on. If he should find a small shield (+1 to active defenses) or a sword (Damage 3)... or if he's conscripted and has this stuff handed to him, it'd blow him way above his caps but there's no logical reason why he can't do that.

Plus, it re-adds an element of D&D - gear counts. The one downside of M&M is that it's designed for an equipment list of one: spandex bodysuit
This message was last edited by the GM at 07:06, Wed 22 July 2020.
Wysk Oran
player, 9 posts
Thu 23 Jul 2020
at 19:26
  • msg #4

Q&A, FAQ, etc

In reply to GM (msg # 3):

I think there is a supplement book on equipment, and I think there is a thread on Green Ronin about this exact point.

Let me look it up (might have been in their fantasy setting supplement for MnM)
GM
GM, 29 posts
The Narrator
Fri 24 Jul 2020
at 22:09
  • msg #5

Q&A, FAQ, etc

Another idea:

Adopt the optional Wealth rules (GM's Guide pg 190)

As the book says, the superhero genre doesn't pay much attention to money so using the default rules isn't ideal.
Wysk Oran
player, 12 posts
Tue 28 Jul 2020
at 14:13
  • msg #6

Q&A, FAQ, etc

In reply to Wysk Oran (msg # 4):

Hum, my searches have indicated that MnM is a great system for generic home brew world, but at the lower levels it apparently is lots of 'chance' and is skewed somehow. It was made for Super-hero level shit, which is lost when you lower the PL:

quote:
It allows for virtually any concept to come to realization. There are no limits to what can be done except the ones you make. It therefore works in any setting, any theme.

However. It does not do well with low-powered games, I find. As a game dealing with superheros, it is designed in such a way that, all characters will be... Beyond the scope of any game where the characters are relatively "normal". Exceptionally low PLs just don't balance well; the game becomes almost pure chance.

For low-powered games, my recommendation is Genesys, or similar.

But for high powered games, where the players are automatically assumed to be "above" the vast majority of the general population (even if not by much), MnM is great.

Edit: I have been corrected. MnM is very linear: No PL is any more "pure chance" than another, if caps are reached. It had only felt like it, in the past. But I have been corrected, and the numbers check out.

So MnM is, indeed, a perfectly valid all-around generic system!


But then I remembered that GR had come out with this: TRUE20 Might be what you are looking for.
https://greenroninstore.com/co...-revised-edition-pdf
GM
GM, 32 posts
The Narrator
Tue 28 Jul 2020
at 18:04
  • msg #7

Q&A, FAQ, etc

You do realize that the last couple lines of your quote refute your argument?

Yeah, I've been following the latest arguments on Reddit. To be fair though I'm not really working at the low PLs. We're starting at PL5; that's level 1 for me. Not a common PL1 Joe but someone with the juice to be a cinematic protagonist.

I thought I had a copy of True20. I'll look at it again. But I started with HERO system because I wanted something crunchy enough to give me lots of elbow room for design.

In fact, the immortal was inspired by the Faerie in the HERO 6e Bestiary. That monster has a 500pt Variable Power Pool just to demonstrate that faeries warp reality as they see fit. Then I thought about the DnD 5e High Elf who gets a free cantrip. Same basic idea, much different scale.

So, I created the immortal by scaling the HERO faerie down to PC size. Instead of a 500pt pool or a single cantrip, they had a 5pt pool.

The classic powers of the elves and gnomes like fey step, nightvision, detect secret doors, walking on top of fresh snow like Legolas, etc become spells... cantrips like common knowledge. Elves can cast nightvision as easily as a human can make a sandwich.

Then you can have spell markets where immortals trade cantrips, and then elves and gnomes become spell-users instead of tool-users like humans.


Anyway... sorry about the tangent. I started with HERO because homebrewing DnD just feels like an overly delicate balancing game. HERO lets me fine-tune the design of everything. However, some things are strangely expensive in HERO, like creating Light is annoyingly expensive.

I switched to MnM because it's a point system so I still have design freedom but simpler than HERO and close enough to DnD that it won't give you a headache

I suppose GURPS is a possibility, if you'd prefer... although I don't recall if they had arrays, variable powers and such... weren't spells done as skills?
This message was last edited by the GM at 22:34, Tue 28 July 2020.
Wysk Oran
player, 14 posts
Wed 5 Aug 2020
at 19:21
  • msg #8

Q&A, FAQ, etc

In reply to GM (msg # 7):

I did realize this, but I too was frustrated that an average joe could not pick a sword (magical or no) and do much against PL level ups because of the caps, and then if you remove the caps, it also unbalances upward.

I am willing to use which ever system you prefer.

I have not played GURPS in a very long time, unsure if it is what you are looking for, and HERO discouraged me because of the PC creation rules.

I have a copy of TRUE20...will share.
GM
GM, 45 posts
The Narrator
Wed 5 Aug 2020
at 22:12
  • msg #9

Re: Q&A, FAQ, etc

Wysk Oran:
In reply to GM (msg # 7):

I did realize this, but I too was frustrated that an average joe could not pick a sword (magical or no) and do much against PL level ups because of the caps, and then if you remove the caps, it also unbalances upward.


I totally agree. It was frustrating trying to make compatriots because a tough guy can't wear armour without breaking a cap. I had to put a paladin in leather armour so I wouldn't break the cap.

Wysk Oran:
I am willing to use which ever system you prefer.

I have not played GURPS in a very long time, unsure if it is what you are looking for, and HERO discouraged me because of the PC creation rules.


At first, I was a little annoyed because it's a lot of work to convert to a new system. However, I've kinda seen the light with GURPS. It's a multi-genre point system but it's in the pocket between too complex (HERO) and too simple (MnM)

Rolling is easy - 3d6 to hit a target number or less. 18 is always a critical failure, 3 is always a critical success
To attack, roll against a combat skill (weapon, spell, etc.)
To defend, roll against your active defense
I read GURPS Lite several days ago to catch up but I need to go over combat a few times

Wysk Oran:
I have a copy of TRUE20...will share.


Got it, thank you!
Wysk Oran
player, 15 posts
Fri 7 Aug 2020
at 20:30
  • msg #10

Re: Q&A, FAQ, etc

Silly question, how do I invite you to join my Head Full of Lies game?
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