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EPIC wrote:Feedback: Learn Lumi's name! You've now called her Alice and Lily! Lol






Coyotzin wrote:MHO, Skill Challenges are a great idea that wasn't fully thought through in its implementation. Social, action and situational encounters need some sort of guideline under the D&D system due to its XP rewards system, but M&M is very abstract: you don't get a set number of XP for enemies defeated or traps disarmed simply because the XP system is tied to the level system, which corresponds but is not equivalent to M&M's Power Level.
M&M awards power points for scenes/sessions finished, with the amount given being fully discretional, and with situational rewards taking the form of Hero Points.
Coyotzin wrote:Also, in M&M skills and non-combat abilities are balanced in cost and thus occupy the same level of importance. If you want to blow your pp's in skill ranks rather than in power ranks, you will be the God of Skills, while if you want to get all sort of nifty powers, you end up incompetent in everyday tasks. It all depends on what the players decide and how the campaign is planned. In D&D, skills remain an afterthought to the combat system.
Coyotzin wrote:For these reasons, the Skill Challenge as a mechanic is redundant and unnecessary. The idea, however, can be implemented if you wish for a more mechanical approach to non-combat situations. D&D had to implement the # of successes target because it lacks any other way to resolve non-combat encounters, but in M&M everything is unified under the attack target number/target resistance roll process, so you can set your "problem" have a resistance check against the "attacks" from the PCs... for example, hacking the system is an attack with a resistance DC equal to 10 + the hacker's Technology ranks or power ranks used, while directly attacking the gates is a more straightforward damage roll, but they all end up imposing -1 penalties on subsequent resistance rolls by the target situation.
Dureign wrote:@Coyotzin: Thats a fascinating approach... it reminds me sort of "social combat" from Mecha and Manga. Has anyone worked on implementing a system that abstract-ifies tasks and situations?
Giving them "stats" like a Defense (Difficulty? Obstacles?) and a Toughness (Persistence? Intractibility? haha) could be cool.
EDIT: Actually, ignore this. Don't want to hijack the OOC thread for this game (which I've enjoyed lurking in btw).
McGuffin wrote:My sleepy brain tells me I'm in the wrong timezone to be having a conversation about this.



TheH0ARD wrote:The way I see it (on paper, mind you, which as we all know can sometimes look better then reality), the reward/consequinces will be based on narrative and story progression. A simple example being going through the door. Succeed, you're inside. Fail and you're locked out and is forced to waste time finding another way around
TheH0ARD wrote:One optional thing I could do is award a PP for passing at least one Skill Challenge (or to slow down progression, two or three challenges for a PP).
TheH0ARD wrote:The aim isn't to replace, but to supplement. Every non combat situation won't be a skill challenge. But things that could drag pbp if played out (hours of research, infiltrating an installation, etc).
TheH0ARD wrote:Glad you're enjoying this, Red. I keep hearing about Mecha and Manga, I need to check it out at some point.

Coyotzin wrote:You should. It's an awesome piece of work written by the most enlightened of authors... <.<

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