Thread: Labels (Effects & Modifiers)
-
January 15th, 2013, 20:53 #1
Labels (Effects & Modifiers)
Hello, people!
Is there a list of labels (effects and modifiers) for M&M? It'd be so much easier to check it out instead of getting trying all the ones available in other (e.g., 4E/3.5E) rulesets!
Suppose I want to apply an effect that reduces a trait (say, Dodge or Awareness) in 5 points during 1 minute (and then expires): how do I do that?
Here follows what I saw it working (and in red what works wrong according to the book):
- COVER (+5 to Parry and Dodge)
- CONC (+5 to Parry and Dodge)
- DEFENSELESS (as the book)
- IMPAIRED (as the book)
- DISABLED (as the book)
- VULNERABLE (as the book)
- Prone (-4 to attack)
-
January 16th, 2013, 00:00 #2
- Join Date
- Mar 2012
- Posts
- 269
Well, you can make your own conditions and modifiers. They allow you to set a duration and the time interval for it (rounds, minutes, ect...). Then you just drag and drop it on the character in the tracker. The one missing is 'presists until save' which would be really nice to have.
-
January 16th, 2013, 17:54 #3
Is it so?
Originally Posted by DrakosDJ
If you put in there "AWE: 2" or "AWARENESS: 2", the ruleset simply does not recognize it and the affected character is kept with the same modifiers it had before the condition.
I say that because of bookkeeping errors and extra handling. Imagine you have to lower manually all Defenses in -2. Then the time set expires and you, distracted, let it go. It can become a mess (mainly with powers like Variable and Weaken)!
-
January 16th, 2013, 20:57 #4
- Join Date
- Mar 2012
- Posts
- 269
Originally Posted by Werethunder
I would love to see some attention paid to the M&M set but I believe the original creator is not supporting it. If I knew LUA better I would attempt to fix some of these issues. I am a professional programmer, but really don't have the time to delve into LUA. It appears to have a lot in common with C but there are some major differences.
-
January 16th, 2013, 23:23 #5
Let's make it manual, then!
I see, Drakos... Well, let it be this way, then!
Thank you!
-
January 19th, 2013, 17:37 #6
- Join Date
- Jan 2011
- Posts
- 119
One option is the use the macro bar. In other words, when you apply a condition that reduces an attribute (Str, Sta, etc) or a resistance, have the player drag the adjusted roll into a macro button at the bottom of the screen. I guarantee the player will keep trackmof hen it ought to be removed.
-
January 20th, 2013, 17:36 #7
Yes, that is a good option, Kairos. Thank you! However, it still wouldn't be automated (the package does not seem to recognize things like DEF, AWE etc.)...
-
January 20th, 2013, 19:00 #8
- Join Date
- Jan 2011
- Posts
- 119
I think that given what I perceive to be a lackluster reaponse to the ruleset in terms of sales, we're unlikely to see further enhancements. From what I can tell, the initial scope of the project stopped short of modifications to the underlying foundation ruleset (hence no durations until resisted and no changes to combat tracker behavior for aoes).
That being said, it's still a quite solid ruleset considering how just about everything in MM3E has some sort of dial attached to it.
Thread Information
Users Browsing this Thread
There are currently 3 users browsing this thread. (0 members and 3 guests)
Bookmarks