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How to get power points in mutants and masterminds
How to get power points in mutants and masterminds









You get bonuses of more than +5, the feeling of totally random results starts to fade. The range of save DCs on their powers are too easy for normal people to overcome, group tactics will easily overwhelm even the toughest members of your group, and the chances of failure are pretty high.Īlso, the lower your PL, the more important the dice roll is to the flow of the game. I wouldn't go much lower than PL 4, though.

how to get power points in mutants and masterminds

I could have gone PL 5, probably, but I wanted the PCs to stand out from the first. being challenged by bad guys that I'm after. So far, it's got about the right feel of competence and power vs. With very few exceptions, the scariest NPCs in this setting are PL 10. They're getting 1 PP per session and I'm not sure how quickly I'll raise PL. I'm currently running an urban fantasy game, borrowing inspiration from the Dresden Files, and I started them out at PL 6. They were feeling more like Exalted characters at around PL 10, which was the progression I was after.

how to get power points in mutants and masterminds

I gave out a couple power points per session, but raised PL every 20-25 power points rather than every 15. I started a D&D-style fantasy game at PL 5, and it felt about right. This is all down to how quickly you're going to give out power points, and the feel of the game you want to have.











How to get power points in mutants and masterminds