Rules Hacks
I'm running pretty straight M+M at this point, but I have implimented the following house rules. Gonna slip this behind a cut 'cause it's not vastly important although there was a customization I'd like input on...
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Session one info coming, there's just a lot of info in it. )
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To be fair, most of the villains I've thrown at them have been skewed more towards "easier to hit, harder to hurt" when fiddling with power level caps than the opposite, with one exception in the first session with Lightning Powers Dude (who, now that I recall, gave them more trouble than anyone else, although that might have also been the selective area effect blast, too).
But yeah, I also discovered, just before last session, the "combined attack" option, which is great for minions against someone big and clunky with low defense but high impervious toughness/protection (like, oh, 3 out of my 4 PCs)
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Plus, there's already a power (Luck Control) that lets you use your hero points on other people. Bump it up with "affects others" and "area of effect" and you've got a power that lets you create a "field of shared destiny" where everybody can do that! That would actually be kind of cool.
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At this point, the Hero Pts have mostly been used to pull ass out of a fire, and one or two limited power stunts.
...there's already a power (Luck Control) that lets you use your hero points on other people.
Sigh. See, these are the oversights that kill me when they occur.
By way of comparison, how many Hero Points are you handing out per session?
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