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M&M PL balance: Picking up the bazooka

If you play M&M at “agent” level (lower than the usual PL 10), you are more likely to run into cases where players pick up equipment during play that breaks PL. Commander Orion is PL 5, so he’s built with +5 attack and a +5 damage Pulse Pistol. During play he knocks out a space […]

Ben Robbins | September 1st, 2006 |

Done with Death

I've been busy finishing up Death of Dr Null, but now that it's done I'm going to post some entries to discuss the techniques developed for those adventures (things like Action Shticks and Revelations) so you can take advantage of them in your own game.

Ben Robbins | August 23rd, 2006 | ,

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 […]

Ben Robbins | April 11th, 2006 | | 4 comments

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 […]

Ben Robbins | January 31st, 2006 | | 6 comments

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 […]

Ben Robbins | December 1st, 2005 | | 4 comments