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Dreaming Psion wrote:Attack Focus is usually ranged or melee, not a specific descriptor. You cana select Attack Specialization (magic) and it will give you a +2 bonus per rank in the feat. Essentially, you only need only one rank in the Attack Specialization feat, which frees up the extraa power point for the character to fid the pp guidelines for a PL 2 character. Only other thing is that I don't think there is a Craft (magical) skill (maybe Craft [artistic} instead?) Otherwise, it's a nifty build, good job.

JoshuaDunlow wrote:
I've had this argument with lots of people on the boards, lol.. And i disagree, i agree that Attack Specialization can be applied to one specific attack.
MnM PPG: +2 bonus with a specific attack or weapon. Magic does not qualify for that, it is an array and provides a number of different affects. That might gain a benefit from that bonus.
Which is why i do allow Attack Focus to apply to Magic, since its a broad group. I suppose in this case though i should create a new feat to simulate that, for simplicity sake.

Servitor_2152 wrote:JoshuaDunlow wrote:
I've had this argument with lots of people on the boards, lol.. And i disagree, i agree that Attack Specialization can be applied to one specific attack.
MnM PPG: +2 bonus with a specific attack or weapon. Magic does not qualify for that, it is an array and provides a number of different affects. That might gain a benefit from that bonus.
Which is why i do allow Attack Focus to apply to Magic, since its a broad group. I suppose in this case though i should create a new feat to simulate that, for simplicity sake.
Theoretically, you could apply the Accurate power feat to each power in the array, which costs the same (1 PP for the primary power, and essentially free for each AP) and does the same thing.



Setothes wrote:Interesting stuff there with the fantastic materials conversions!
I'd consider a literal translation of the 'Bane' weapon as just having a +2 Damage effect (Flaw: Limited - only vs. specific creature type) for +1 pp, but the Drain Con idea you've presented makes for a much more 'Bane' like weapon than the traditional d20 'Bane' weapon enhancement.
Having a 'Bane' weapon also add a level of Accurate and the Incurable Power Feat, both Flawed to only apply to the specific 'bane' creature, would add another +1 pp to the cost, and make such a weapon particularly fearsome versus it's target creature.
One thing that can be a tad inconvenient in a supers genre game is how weapons and the Str mod can so quickly add up to a fairly hefty number. A Str 18 man with a sword can inflict a +7 attack, which can blow through a brick wall or granite-skinned superhuman, while a heavy pistol, at +4, pings off harmlessly... In a fantasy game, that's not as big a deal, since the genre convention is that a man with a broadsword *can* hack down an iron golem given time, but it looks a little off in a superhero game to have the swashbuckler constantly shoving his rapier through force fields and steel ship hulls and stranger things besides!




Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.

Taliesin wrote:Good to see these D&D builds/conversions continue. Sad that M&M actually is superior in many ways handling this genre than the system it was based on.


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