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new to dc adventures

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new to dc adventures

Postby kelbar » Thu Jun 28, 2012 5:42 am

i've recently picked up Dc advertures, seeing i wanted a change from human, elf , dwarf role play. and having played dragon age.
one of my rutens for any new role play system is to build a charter befor even trying to set up a group.

i'm liking what seeing so far. i'v hit a bump in road that hoping fourms can help me. not sure if it just me but i'm having truoble understanding two area's of power chapter that being the Flaws and how Modifiers work

any help would be greatfull.:)
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Re: new to dc adventures

Postby Monolith » Thu Jun 28, 2012 6:19 am

Welcome to the forum.

Modifiers, flaws, and extras change how a power works, and generally increase or decrease the cost. As an example you have the power called "damage." Damage costs 1 point per rank. You can put an extra on it like Ranged to create a blast. Range is a +1 extra and makes the cost 2 points per rank. You can then put a flaws on the blast to decrease the cost per rank. You might have a "only at night" -1 flaw that makes that blast only cost 1 point per rank.

Damage: 1 point per rank
Ranged: +1 point per rank
Only at night: -1 point per rank
Final cost: 1 point per rank.

Then you have modifiers which are a flat cost. They don't increase the cost per rank. They simply increase the base cost. The blast above might have an accurate modifier, meaning you're really good at hitting with it. Each +2 to accuracy costs 1 point. The final power might look like: Midnight Blast: ranged damage 10, only at night, accurate 3, 13 points. The blast costs 1 point per rank and the accurate adds 3 more points.

I hope that helps.If not we can come up with some other examples.
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Re: new to dc adventures

Postby kelbar » Thu Jun 28, 2012 8:16 am

thanks for the welcame

ok, let see if i got this rigth, if i want power flight

flight which is 2 points per rank
if wanted add Aquatic in to mix which is +1
meaning fligth could cost total of 3 points per rank.
than i add flaw like Wings -1 ,would mean my fligth be costing me 2 power points per rank.

have i got it ? :)

modifiers will mean a bit of re-reading with what you told me. i post any qestion that migth came up later.
thanks
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Re: new to dc adventures

Postby Earth-Two_Kenn » Thu Jun 28, 2012 8:32 am

Yup. That's it. Your flying fish's flying power would be 2 points per rank.
"There's only one God, ma'am, and I don't think he dresses like THAT" - Captain America, "the Avengers"
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Re: new to dc adventures

Postby HappyDaze » Thu Jun 28, 2012 9:40 am

kelbar wrote:thanks for the welcame

ok, let see if i got this rigth, if i want power flight

flight which is 2 points per rank
if wanted add Aquatic in to mix which is +1
meaning fligth could cost total of 3 points per rank.
than i add flaw like Wings -1 ,would mean my fligth be costing me 2 power points per rank.

have i got it ? :)

modifiers will mean a bit of re-reading with what you told me. i post any qestion that migth came up later.
thanks

Not quite. Acquatic is a Flat -1, not -1 per rank. Figure out the total c,ost of the power then reduce it by 1 point. As Aquatic is essentially a Alterate Effect, consider taking Speed and Enhanced Athletics as an AE instead - it'll move you through water and more besides.
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Re: new to dc adventures

Postby Monolith » Thu Jun 28, 2012 11:08 am

kelbar wrote:thanks for the welcame

ok, let see if i got this rigth, if i want power flight

flight which is 2 points per rank
if wanted add Aquatic in to mix which is +1
meaning fligth could cost total of 3 points per rank.
than i add flaw like Wings -1 ,would mean my fligth be costing me 2 power points per rank.

have i got it ? :)

modifiers will mean a bit of re-reading with what you told me. i post any qestion that migth came up later.
thanks

Aquatic is a flat +1 point, like accurate above. It's not an extra. That means it simply adds 1 point to the final cost. If you have flight 5, aquatic, wings that would cost you 6 points: 5 for flight and +1 for aquatic.

Flight: 2 points per rank
Wings: -1 point per rank
Aquatic: +1 point
Final cost 1 point per rank and +1 point.
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Re: new to dc adventures

Postby Greyman » Thu Jun 28, 2012 5:47 pm

Monolith wrote:Aquatic is a flat +1 point, like accurate above. It's not an extra.
Specifically, it's a "flat extra value"; reference: DC Adventures Heroes Handbook, page 136, Flat-Value Modifiers.
Monolith wrote:That means it simply adds 1 point to the final cost.
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Re: new to dc adventures

Postby pohtaytoh » Fri Jun 29, 2012 2:51 pm

What really helped me with calculating the final costs of powers was thinking of it as a formula.

In order, add up Base cost and Modifier costs. Multiply number of ranks. Add flat modifiers/alternate effect/array costs after everything is calculated.

Using the flight example:

Flight: 2pp per rank Base Cost.
Continuous: +1pp cost per rank
Aquatic: Flat +1pp

10 ranks Flight with continuous, aquatic.

You'd calculate it by adding 2(Flight) + 1(Continuous) = 3.
3x10(ranks) = 30.
Finally 30 + 1(Aquatic) = 30.
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Re: new to dc adventures

Postby Mr Mole » Fri Jun 29, 2012 7:25 pm

Another way to look at it (not necessarily an easier way, as YMMV)...

The Flat +1 Point Extra: Aquatic is exactly the same as having Alternate Effect: Swimming based on your Flight...
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Re: new to dc adventures

Postby kelbar » Sat Jun 30, 2012 1:38 am

when i posted
kelbar wrote:
ok, let see if i got this rigth, if i want power flight

flight which is 2 points per rank
if wanted add Aquatic in to mix which is +1
meaning fligth could cost total of 3 points per rank.
than i add flaw like Wings -1 ,would mean my fligth be costing me 2 power points per rank.

have i got it ? :)

modifiers will mean a bit of re-reading with what you told me. i post any qestion that migth came up later.
thanks


i was writing it off the top of my head, so sorry if made peaple blood boil.

Just a simple question, what page can i find details for dealing with combat damage allocation?
seeing this frist role play that dose not use by looks of it HP model
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Re: new to dc adventures

Postby Greyman » Sun Jul 01, 2012 4:17 am

kelbar wrote:Just a simple question, what page can i find details for dealing with combat damage allocation?
seeing this frist role play that dose not use by looks of it HP model
It uses a Toughness resistance check against Damage DC. Pages 93 to 95, under the Damage effect, describes how this works.

Combat is also resolved by Conditions (pg 17-19) imposed by other effects (mostly Affliction, Weaken, Illusions, etc) and environmental hazards, as described under under Challenges (pg 168-170) and Conflicts (pg 170-175).
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Re: new to dc adventures

Postby kelbar » Sun Jul 01, 2012 3:36 pm

Ok this is how I think combat works, so if I got it wrong tell me

Attack check is. D20+ core stat/power level. Vs Def check

Def check is. 10 +def class vs attack check.

And this one I still not sure on.
Resistance check is 10/15 + toughness/Will/Fortitude vs 10 + damage rank. (light pistol dose 3 +10)

Have I got this rigth?

And damage is 4 levels damage from fit to dead.
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Re: new to dc adventures

Postby Greyman » Sun Jul 01, 2012 5:04 pm

kelbar wrote:Attack check is. D20+ core stat/power level. Vs Def check
The ability used is either Fighting or Dexterity. There's also the Close Combat and Ranged Combat skills (which apply to specific attack modes).
kelbar wrote:Def check is. 10 +def class vs attack check.
Correct. The defense is Parry or Dodge, based on the Fighting or Agility abilities. So:
Melee combat: d20+Fighting vs 10+Parry
Ranged combat: d20+Dexterity vs 10+Dodge.
kelbar wrote:And this one I still not sure on.
Resistance check is 10/15 + toughness/Will/Fortitude vs 10 + damage rank. (light pistol dose 3 +10)

Have I got this rigth?
No. Damage is d20+Toughness rank vs. 15+Damage rank.

So the light pistol has a Damage DC of 18.

All other effects are d20+Resistance rank vs. 10+Effect rank.

Also remember: the offender rolls to attack, the defender rolls to resist.
kelbar wrote:And damage is 4 levels damage from fit to dead.
Basically yes. You can be injured, dazed, staggered, or incapacitated by damage depending on degree of failure. (Injured is shorthand for the cumulative "-1 circumstance penalty to further resistance checks against damage".) If incapacitated any further damage causes you to shift to dying, and if dying further damage causes death.

Next up: Recovery. You recover from one damage condition per minute of rest, starting from the worst to least serious. Dying characters must make a Fortitude check (DC 15) immediately and each round thereafter to stabilize or die (with two degrees of success required to stabilize, but a total of three degrees of failure causes death; as per page 19, the Dying condition).
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Re: new to dc adventures

Postby pohtaytoh » Fri Jul 27, 2012 9:41 pm

Thanks for posting this Greyman, I was actually a little fuzzy on some of those myself. This cleared it up nicely :D
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