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M&M Red Flags

When I GM I am fanatical about scrutinizing new player characters to make sure they are going to play well. I want PCs to have abilities that a) encourage them to play the genre, b) won’t just eliminate interesting situations, and c) will work well with the other PCs and not overshadow anyone (all rules which can be broken in the right circumstances, of course).

Point based systems require a particularly keen eye. There is no such thing as a perfectly balanced system that includes any level of complexity (which is why GMs are so highly paid and respected for their shrewd wisdom in foreseeing what characters will work). A player can make an unbalanced or problematic character without ever meaning to. Your job is to catch it before it gets in play and messes up a perfectly good evening of gaming.

These are red flags I watch for when reviewing new M&M player characters. Think of it as a GM early warning system. If you see these items, slow down and take a closer look to make sure the character is going to work in your game. Context is everything: a power that works fine on one character might lead to nightmare situations on another character.

This list only covers some M&M specific rules issues. It doesn’t cover conceptual problems that would be trouble in any rule system (an incorporeal character who can affect material targets, a psychic who stays at home but strikes via ESP and mental blasts, the wizard with 700 minions, etc.). For that you’re on your own.

And of course these are just my opinion. You might be perfectly happy letting every hero in your game buy Luck 5. In fact if every hero did buy it it would balance out and it wouldn’t be a problem.

Boost, particularly in array w/slow fade — Boosts are Instant, so putting them in arrays is a cheap way to get powers that work after you switch the array. Add slow fade and total fade and it’s pretty close to a free power. Most self Boosts can be better expressed as a power with a drawback (“My super strength only lasts for a few minutes after I activate the MightyMittens!” = enhanced ability strength with power drawback only lasts a few minutes). Less math too.

Healing in array — Alternate Powers are cheap because you can only use one at a time. It doesn’t make you that much more powerful to have several different attacks like blast and snare and stun, you can only use one at a time. Healing fills a different niche, so for 1 point you are gaining a whole new ability to recover from a beating.

Selective Area Attacks (five stars) — All the damage, none of the downside! Done properly (?) you can inflict damage on every opponent on the battlefield every round. No choices to make. Woo hoo! Now just add Perception to remove the Reflex save…

Luck feat (five stars) — Who wouldn’t buy extra hero points? Best investment ever. Inventors and magicians wanting flexibility (via extra effort alt powers) will clamour for them, but then again so will everyone else.

Aura — Aura is pretty hard to beat for cost effectiveness. It’s a defense and an offense all rolled into one. As a defense it’s fine, but be wary of characters with strong melee attacks stacking Aura on top, giving them two nice toughness saves each attack. Same applies to all Linked powers.

Improved Grab — The downside of going for a grapple is that you have to win the grapple check to inflict damage, versus the guaranteed damage of a punch (we’re assuming you hit). Improved Grab just skips that risk and let’s you try every round.

Concentration skill (one star) — Invest some points in Concentration and your Sustained powers are about the same as Continuous powers until you get knocked unconscious.

Fat Arrays — If the main power of an array is expensive, the alt powers might have more points available than they really need. The player will naturally try to use them, even when PL limits rank. Watch out for piles of inappropriate extras tacked on to fill out the available points.

Any standard action reduced to a move or free action — Yeah, you probably didn’t need me to mention that one.

Beating PL Limits

The power level limits catch a lot of balance issues, but there are a few ways to get around them. Like the other red flags take a closer look when these are on the page.

Autofire — For the right price you can get extra damage with almost every hit, up to +10 damage if you’re lucky (or the target is easy to hit). And unlike power attack, you aren’t gambling your chance to hit, so there’s no risk attached.

Improved Critical feat — Let’s say you need a 10 to hit (your attack matches your opponent’s defense bonus). If you bought Improved Critical 10 you’re doing +5 damage every time you hit. The same price as buying ranks in Blast, but over the PL. Not bad. If you buy fewer ranks, you are just doing the bonus damage less often (same point to damage value). The value is even higher if the power costs more per rank.

Regeneration — You can sacrifice toughness to get a higher defense, compensate with regeneration and benefit from the higher defense vs attacks that are not part of the trade-off (anything with a hit roll but a save other than toughness).

Immunity (one star) — Full immunity to attacks is expensive, but half immunity can be pretty affordable.

Deflection (one star) — Could be used to beat defense PL, but pretty darn expensive to do it effectively so not a huge concern.

All-out Attack / Defensive Attack feats — Shifting between attack and defense is entirely different from shifting _within_ attack and defense (as power attack and accurate attack do). Shifting within attack and defense limits is self-balancing because if you hit more often you do less damage when you do hit, if you are hard to hit you are easier to damage, and so on.

There are probably more, but these are the ones that come to my mind.

d20 Fast Mob Attack Rules

A horde of kobolds hurl spears at a ranger. Masses of brainwashed soldiers open fire on your friendly neighborhood superhero.

Rolling for mobs of weak attackers can eat up game time. It's doubly bad since a weak attacker probably has a low chance to harm the target, so you are making lots of rolls for a low probability event.

These rules speed up the process. They work best when the attackers have the same stats (or can be considered to have the same stats to speed things up) and when attack and defense bonuses for both sides are basically the same from round to round. If those numbers shift, you have to recalculate.

1) Determine the DC for a single attacker to hit the target.

2) Subtract the DC from 21. This is how many different rolls on a d20 will hit.

3) Divide 20 by the result. This is how many attacks have to be made each round to hit once on average. We'll call the number of attackers it takes to meet this number a “gang.”

Example: Rumples the Ranger has AC 18, and the pirates have +1 to hit, so the DC to hit is 17. 21 minus 17 is 4, so 4/20 rolls on a d20 will hit (17-18-19-20). 20 divided by 4 is 5, so if there were five pirates they would hit about once per round, missing the other four times. Versus Rumples every five pirates = one pirate gang.

Now that you know how many attackers are needed to score a hit on average, just divide the attackers into gangs and that's how many hits they get each round. If five pirates are needed to score an average of one hit per round and twelve pirates are attacking, just round down and call it two hits per round (12/5 = 2.4). Now you just need to roll damage.

It may seem a little mathy at first, but if you take a few seconds and do this calc at the start of the fight the following rounds of combat will go much more quickly. Different targets (aka PCs) will have different numbers so calculate for each one. As opponents are killed all you have to determine is how many gangs can be made from the ones that remain.

Adding Randomness

If you miss the randomness of rolling for attacks you can use a single roll to simulate randomness for all the attacks. After all, dice are fun.

Roll a single d20 for each target being attacked regardless of how many gangs are attacking.

roll     hits
1-5     no hits
6-15    normal hits
16-20    2x hits

Example: Versus Rumples five pirates makes a gang. Twelve pirates are attacking, so that's 2.4 gangs, which we'll round down and call two gangs. Round 1 we roll a single attack and get a six (normal hits) so Rumples takes two hits. After rolling damage Rumples is doing fine, so Round 2 we roll another attack and get a 17 (2x hits) so he takes four hits. Things are starting to look bad for Rumples.

If you like more extreme results and think 20's and 1's should be special, use this result table instead:

roll    hits
1       no hits, attackers are disorganized and automatically miss next round
2-5     no hits
6-15    normal hits
16-19    2x hits
20       4x hits

Statistics note: The more dice you roll, the more the results become average. We're only rolling one die, which may seem to create extreme results but the distribution of the results has already been spread to mimic the results if you rolled a bunch of attacks separately.

Fractions

If you want to simplify your calculations you can drop or round off fractions. Fractions are most important in cases where the number of hits is low. If the attackers can get 1.5 hits per round, the .5 is critical. If the attackers can get 3.5 hits per round, the .5 is less important.

If the number of hits is less than 1 the attackers will normally not hit every round. You can do a rough calc and average the hits across rounds (.5 will hit every other round).

Another option is to roll for the fraction each round as a separate check. Just take the decimal and see if you roll that or less on a d10 each round (or a d20, counting 11-20 as 1-10). If you do, it's another hit. You can roll both the d10 and the d20 for the main attack check at the same time.

Now go swarm those players with hordes of cannibals!

[Open Game License]

d20 Point Buy – Wild Card Option

Using point buy to assign ability scores is more balanced than rolling, so you avoid having some players get lucky and while others are penalized. It also gives the players more control to create exactly the character they want. The problem is that the players focus too much on the scores that are important to them. The hyper-specialized characters that come out are too perfect, with not a single point wasted on an ability that doesn't forward the concept.

A compromise is to use point buy, but with a small element of balanced randomness. The player rolls for one ability score that is not essential to the character concept but gets to assign the rest.

1) Player has their character idea, but has not assigned any ability scores. Player picks 2 ability scores that they definitely want to keep control over. These are usually abilities critical to the character concept.

2) Roll d4, the result indicating one of the four remaining ability scores in order.

3) Roll another d4-2, which is then the bonus for that ability score (resulting in a -1 to +2, or 8 to 14 assuming we're sticking with even scores — you can adjust to include odd scores if you want). That ability score is fixed and cannot be changed by the player during point buy.

4) Determine the cost to buy that ability score and subtract that from the points you start with. The player can spend the remaining points on other ability scores however they want.

Since the player is paying for the random ability score normally, all characters will still come out balanced by cost. The one random score just throws in a little unpredictability, increasing the chance that a character will have a quirky or idiosyncratic score.

Example:

Morrik the bandit decides that Str and Dex are vital to his character concept, so those are the ability scores he wants to keep control over. That leaves Con, Int, Wis and Cha in order. He rolls a d4 and gets a 2, so Int will be his random ability score. He rolls again and gets a 4, which -2 is 2, so he has a +2 bonus (Int 14). The DM is giving all characters 26 points to spend, and since his Int costs 6 points that leaves him with 20 to spend on his other abilities.

Footnote:

A standard point buy has abilities start at 8, and costs 1 point to raise an ability score 1 up through 14. Raising to 15 or 16 costs 2 each, then raising to 17 or 18 costs 3 each.

[Open Game License]