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Metropolis Needs a New Hero!

 
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Old Jan 4 '19, 3:25am
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Metropolis Needs a New Hero!

Hero High: Young Justice - Forum
Mutants and Masterminds 3e

I will not be choosing on a first come, first serve basis but I am going to choose within a week of this ad going up. Remember, I only have room for one new player right now. If you applied originally to this game and are still interested, jst bump your original application so I know you're interested.

Game is currently in progress and is a few issues in. Will celebrate it's first birthday next month too so you know it's a healthy game!

System: Mutants and Masterminds 3
Power Level: 9
PP: 130
Expected Post Rate: 1 post every other day
Players Needed: 1

Limitations: I do not allow the variable power structure at all or metamorph as these are just powers that get around normal PP limits. In addition, I judge entire concepts rather than individual powers but a few guidelines do apply. First, I'm okay with movement powers such as flight and teleport but I will not be okay with group variations of this. For example, you could play a teleporter who can maybe stunt to take someone else with him but not a teleporter who can routinely port the entire team around. Same with a flyer so strong he can fly everyone around.

I don't limit things such as regeneration or healing but I do judge them as part of a package. For example, a healing factor isn't broken on Wolverine. It makes him what he is. That same healing factor on Storm is just absurdity. So basically, don't try to power game this. If you try to make Superman, you probably won't get in the game - of course he's gone in this game but you get the point! If your character looks like a walking win-button or plot device...

The reason the PP doesn't quite match the PL is because I like players having to make decisions. If you wanted to play a wizard hero with tons of cool utility powers, you couldn't afford to also max out all your combat traits. In this game's sister game, some players settle for a +5 to attack or toughness while others have high combat stats but few utility powers. I'll post a link to them later since this is a shared world.

You do not need 'diplomacy' skills or things like Attractive. I think these things should all be a matter of flavor unless being supremely attractive is part of your concept, like a succubus character or some sort. No DAMAGE effect can have an area modifier attached to it, nor can rank 2 Takedown be taken. I do this to make fights against minions actually matter instead of them being one action wins. You can stunt these abilities later, if the scene calls for it. I'm a huge fan of power stunts.

I do not use initiative rules so... don't waste the PP.

What I'm looking for:

A player who will RP their character and be willing to develop that character and get them involved in the story. I'd love to find a player who will take initiative and engage with other characters in the game. Even if the story seems to be focused briefly on another character, that's no reason to turn into a robot! Lean into it! Make the story also be about you!

My ideal player will post consistently and try to solve problems without asking me to solve them for you. A player who will take what's happening in the game and draw their own conclusions, not wanting to be fed the plot in an exposition post.





Big questions go in the OOC thread. Application specific questions and discussions go in the sub-forum. You're welcome to talk to each other about your applications but, as a courtesy, if someone doesn't seem to want your input, leave them alone.

And thanks for applying!



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Welcome to Happy Harbor!

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"Don't forget to be awesome." #Nerdfighteria
Out of curiosity seeing as how Alan Scott is the a baddie how would you feel about the use of his daughter Jade? I'm thinking a teenager version of her just getting her powers and dealing with the issue of her father's fall to the dark side could be interesting.

So, grenades and flamethrowers don't exist in this universe...?

What do you mean by Variable and Metamorph getting around normal PP limits?

Quote:
Originally Posted by TheFred View Post
What do you mean by Variable and Metamorph getting around normal PP limits?
Can't speak to his thoughts exactly, but MnM is one of the most easily broken systems out their. Variable and Metamorph and a few other tricks let a power gaming player pack a ton of abilities into a very low PP power.

My first time playing, someone brought a magic character to a PL 10 game that literally had every power. He basically made his body invulnerable and then gave himself a few "magic items" that covered the gamut of basically all powers.

Eh, I'm not sure "broken" is an accurate description - it's more like it's not fully-formed. It's more "rules lite", and so a lot more is left for GM eyeballing.

That sounds like someone had made a mistake (or is having a laugh), to be honest. Variable costs 7 points for every 5 points it grants, which is the opposite of making things cheaper - it's only an issue if someone tries to abuse modifiers to make it cost less than it offers (and no sane GM is going to let you e.g. put Distracting or Tiring on a Slow Variable which is only "used" in-between scenes, so it's actually quite hard to get the cost down that low anyway). You also can't be invulnerable unless you buy Immunity to everything, which is explicitly called out in the rules as something GMs should consider restricting. Otherwise, power level limits still apply.

Metamorph definitely never allows you "more points". It always has a non-zero cost (in fact, it's fixed at 1 rank, on top of Morph), and that cost is always applied regardless of which morph you use, so it's always going to mean you have fewer points. Admittedly, you can use it to switch between a wide range of power sets very quickly and one or more of those sets could include a lot of utility powers - this would be a way to have both e.g. Teleport for getting about, and combat powers for use in combat (though you wouldn't then be able to use Teleport in combat for example, so it's not quite as good as you might think), and would probably be overpowered. That probably falls under the whole "traits suitable to your Morph effect", thing - plus "The GM may require certain additional common traits for all of your forms", so it's not like you get carte blanche to do whatever.

Hence, I find that line a little odd because I don't really see what it's trying to say. It seems a bit at odds with the "judging characters as part of a package" thing - trying to make a really cheap Variable just to get more points is quite obviously an attempt at cheese, so throw that out; it doesn't mean that those powers can't make a lot of sense if used... well, sensibly.

Quote:
Originally Posted by TheFred View Post
Eh, I'm not sure "broken" is an accurate description - it's more like it's not fully-formed. It's more "rules lite", and so a lot more is left for GM eyeballing.
I may be thinking of the container system from version 2E.

So if you compare a character like... Swamp Thing to Ben 10

Swamp Thing, in this case, is the iteration in this actual game. Clearly she's built using this game's rules and she's fairly close to canon Swamp Thing in abilities so I'd say the build is effective if not perfect - and power stunts fill in the gaps.

Ben 10 could very well be made within these rules. Each form could easily be made as PL9 characters on a budget of 120pp, including the need to buy Morph itself to cover the appearance change. The last 10pp is spent on buying all the other forms. This is assuming him locked at 10 forms and not 'anything ever,' which would require a Variable power. So now Ben has a speedster form, a brutish tank form, a super genius form, a shapeshifting technopath form, a flying fireball machine form... he even now has a plant man form with all the same powers as Swamp Thing.

He took a 10pp deficit for this build and all of his fellow players hate him and want him gone because he can do anything they can do but better because he can hyper specialize. Yes, i COULD just watch for this character and not accept him without restricting that entire mechanic. Or I could save myself the hassle and just not let anyone take it from the get-go. I've already had one argument about an abusive metamorph that got ugly because 'rules say my character is fine so you're a bad GM for not allowing it.'

As for Variable, it's a similar situation really. You do take a PP loss but you could hyper specialize to a situation. I have actually allowed two instances of Variable in the sister game, but both are very low rank and very specific in use so I'm not unshakable.

Quote:
Originally Posted by TheFred View Post
So, grenades and flamethrowers don't exist in this universe...?
Eh, super heroes don't really set people on fire anyways. This rule came from experience in play for me. I like minion battles but I got really tired of them ending when one player hit the 'kill all the minions' button. They became a waste of time to include usually so I put a restriction on them. AOE is still present... in power stunts!

So you think it's too cheap, basically? I guess I can see that.

I think you also need to take into account, in your "Ben 10" example, that he'd have to spend some points on Morph first - probably two ranks, maybe Limited to his 10 forms, but that's still 8 PP. And 18 PP out of 130 is ~14% of your total PP allocation! Conversely, I'm not sure how much benefit being "hyper specialised" brings. Again, you're still limited by PL caps, so your main stats (your main attack, your defences, etc) so it probably does give you a bit of a benefit, but is it as much as 18 PP's worth of other powers? The DM is probably also demanding that a lot of Ben's points spent on skills (say) are spent the same on each form, so he actually doesn't have quite so much freedom to specialise as he might.

There's an argument for "niche protections", I guess - people maybe don't want to feel that the Metamorph character can do what they can do (even if not quite as well) and do these other things. I was just thrown a bit by the PP remark; I guess it benefits you in terms of PP from the point of view of being able to specialise, but I reckon the cost outweighs that.

Really, I think that Metamorph is mostly intended for things like someone who can shapeshift into animals or something like that (e.g. Animorphs, I guess) - you can't really do that with just Alternative Effects because you have multiple different things that you need to change. The "Ben 10" sort of idea where you change between a set of distinct forms is also a comic book thing and it works for that too, but there you'd expect less to change.

As for AoEs... well, OK, power stunts then. It just seems like an odd thing since some powers could easily affect an area, but if it's a mechanical/balance thing then OK.

Quote:
Originally Posted by TheFred View Post

Really, I think that Metamorph is mostly intended for things like someone who can shapeshift into animals or something like that (e.g. Animorphs, I guess) - you can't really do that with just Alternative Effects because you have multiple different things that you need to change. The "Ben 10" sort of idea where you change between a set of distinct forms is also a comic book thing and it works for that too, but there you'd expect less to change.

As


Sure but we both know 'what they intended' and 'what players actually do' rarely matches up.







 

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