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	<title>Comments on: M&amp;M Red Flags</title>
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	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: 77IM</title>
		<link>http://arsludi.lamemage.com/index.php/23/mm-red-flags/comment-page-1/#comment-9925</link>
		<dc:creator>77IM</dc:creator>
		<pubDate>Wed, 02 Apr 2008 15:58:58 +0000</pubDate>
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		<description>Here&#039;s a big one that isn&#039;t listed:

Duplicate or Summon Minion can be devastating, especially with Horde or Heroic or if your minions have a really good attack power.  It is a way for characters to get extra attacks, so the GM should make sure that those extra attacks are few and/or sucky.

Also, some of the Challenges from the Mastermind&#039;s Manual are prone to abuse.  Particularly Fast Feint -- it&#039;s relatively cheap to have enough Bluff (or Acrobatics or Intimidate) to keep all of your foes flat-footed, which is sort of bypassing PL limits.  A similar issue can occur with invisible or high-Stealth characters.</description>
		<content:encoded><![CDATA[<p>Here&#8217;s a big one that isn&#8217;t listed:</p>
<p>Duplicate or Summon Minion can be devastating, especially with Horde or Heroic or if your minions have a really good attack power.  It is a way for characters to get extra attacks, so the GM should make sure that those extra attacks are few and/or sucky.</p>
<p>Also, some of the Challenges from the Mastermind&#8217;s Manual are prone to abuse.  Particularly Fast Feint &#8212; it&#8217;s relatively cheap to have enough Bluff (or Acrobatics or Intimidate) to keep all of your foes flat-footed, which is sort of bypassing PL limits.  A similar issue can occur with invisible or high-Stealth characters.</p>
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		<title>By: Ben</title>
		<link>http://arsludi.lamemage.com/index.php/23/mm-red-flags/comment-page-1/#comment-946</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 21 Dec 2006 16:49:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=23#comment-946</guid>
		<description>Suggested by mgg from the Atomic Think Tank boards:&lt;br /&gt;&lt;br /&gt;&quot;I&#039;m not sure if this is on your list, but applying activation flaws to continuous powers is on mine.&quot;&lt;br /&gt;&lt;br /&gt;For example, changing a continuous power and to take a full round to activate instead of a free action is a -3 flaw, but the flaw is unlikely to be a problem since only something like Nullify will force the character to reactivate the power.</description>
		<content:encoded><![CDATA[<p>Suggested by mgg from the Atomic Think Tank boards:</p>
<p>&#8220;I&#8217;m not sure if this is on your list, but applying activation flaws to continuous powers is on mine.&#8221;</p>
<p>For example, changing a continuous power and to take a full round to activate instead of a free action is a -3 flaw, but the flaw is unlikely to be a problem since only something like Nullify will force the character to reactivate the power.</p>
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		<title>By: scholz</title>
		<link>http://arsludi.lamemage.com/index.php/23/mm-red-flags/comment-page-1/#comment-945</link>
		<dc:creator>scholz</dc:creator>
		<pubDate>Thu, 21 Dec 2006 08:49:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=23#comment-945</guid>
		<description>I have this feeling this is addressed in either the Mastermind Manual or a forthcoming text...&lt;br /&gt;One suggestion is to make no instant powers with action flaws into action drawbacks.&lt;br /&gt;Sounds like a good middleground to me.</description>
		<content:encoded><![CDATA[<p>I have this feeling this is addressed in either the Mastermind Manual or a forthcoming text&#8230;<br />One suggestion is to make no instant powers with action flaws into action drawbacks.<br />Sounds like a good middleground to me.</p>
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		<title>By: scholz</title>
		<link>http://arsludi.lamemage.com/index.php/23/mm-red-flags/comment-page-1/#comment-944</link>
		<dc:creator>scholz</dc:creator>
		<pubDate>Thu, 21 Dec 2006 08:49:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=23#comment-944</guid>
		<description>One more.... Eidetic Memory. Mostly because it can be used by some players as a crutch (they don&#039;t need to pay attention to the game) and it puts more stress on the GM to keep detailed notes. &lt;br /&gt;&lt;br /&gt;and one more&lt;br /&gt;&lt;br /&gt;high Notice + high Wisdom = What you say? But certainly, a good notice check is a fine and wonderful thing. I agree. I have found however that mentalists with their high wisdoms (not really needed anymore, but typical) can dump a few points into Notice and give their characters very high Notice bonuses, like +20 or more in a PL10 game without difficulty. It takes some of the fun away from other players when one character is always making the checks. It also seems to pre-empt the would be Wolverines or other character for whom a high notice would be cool, if they can&#039;t justify or afford a high wisdom&lt;br /&gt;&lt;br /&gt;and Special Sense Groups...(Mental, Cosmic, etc..)&lt;br /&gt;I would consider making people spend an extra point or two to get a sense in a special category. They are typically only blocked by 10 ranks of Concealment, and similar things. It can be another spoiler for a game where there are secrets to be had. That doesn&#039;t mean you can&#039;t have blindsight, or radius sense (sonar). Those are cool. But encouraging a character to use the existing sense groups will make it easier to justify the random surprise now and again.</description>
		<content:encoded><![CDATA[<p>One more&#8230;. Eidetic Memory. Mostly because it can be used by some players as a crutch (they don&#8217;t need to pay attention to the game) and it puts more stress on the GM to keep detailed notes. </p>
<p>and one more</p>
<p>high Notice + high Wisdom = What you say? But certainly, a good notice check is a fine and wonderful thing. I agree. I have found however that mentalists with their high wisdoms (not really needed anymore, but typical) can dump a few points into Notice and give their characters very high Notice bonuses, like +20 or more in a PL10 game without difficulty. It takes some of the fun away from other players when one character is always making the checks. It also seems to pre-empt the would be Wolverines or other character for whom a high notice would be cool, if they can&#8217;t justify or afford a high wisdom</p>
<p>and Special Sense Groups&#8230;(Mental, Cosmic, etc..)<br />I would consider making people spend an extra point or two to get a sense in a special category. They are typically only blocked by 10 ranks of Concealment, and similar things. It can be another spoiler for a game where there are secrets to be had. That doesn&#8217;t mean you can&#8217;t have blindsight, or radius sense (sonar). Those are cool. But encouraging a character to use the existing sense groups will make it easier to justify the random surprise now and again.</p>
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