True20 Adventure Roleplaying

True fun, true excitement, true adventure: True20!

Stealing rules from M&M

Ask your True20 rules questions here, or answer questions from other True20 fans. And don't be surprised if you get official answers as well!

Moderator: The Mod Squad

Re: Stealing rules from M&M

Postby SilvercatMoonpaw » Fri Mar 27, 2009 9:40 am

The real problem is that I don't know what I need.
SilvercatMoonpaw
 
Posts: 71
Joined: Tue Aug 29, 2006 3:43 am

Re: Stealing rules from M&M

Postby ValhallaGH » Fri Mar 27, 2009 11:17 am

SilvercatMoonpaw wrote:The real problem is that I don't know what I need.

I can sympathize. That's usually the most difficult problem to overcome. Once you know the goal, the rest is just a matter of method.

Still, it might be helpful to know that your vague notion is possible. And it is, so that's something.
True Star Wars (playable)

Monster Roles for easier Narrating.

I often come across as a big jerk. This is completely unintentional.
ValhallaGH
 
Posts: 1856
Joined: Tue Jun 27, 2006 10:05 pm
Location: Home of the Tigers

Re: Stealing rules from M&M

Postby SilvercatMoonpaw » Tue Mar 31, 2009 8:06 am

Well, now you have Warriors&Warlocks to steal from. :deer:
SilvercatMoonpaw
 
Posts: 71
Joined: Tue Aug 29, 2006 3:43 am

Re: Stealing rules from M&M

Postby barsoomcore » Tue Mar 31, 2009 1:33 pm

True20 is kind of like Emacs.

"Yeah, you can do that in True20."
Image
User avatar
barsoomcore
 
Posts: 576
Joined: Mon Apr 19, 2004 12:04 am

Re: Stealing rules from M&M

Postby The Shadow » Mon Apr 13, 2009 7:46 pm

ValhallaGH wrote:
SilvercatMoonpaw wrote:Thanks for the effort, but I think I agree with HANZO and M&M powers just won't convert over. The systems are too different.

The systems are actually pretty compatible. In fact, every True 20 power can be recreated with the M&M 2e rules, in a very straightforward manner.


I agree. Well, anyway, for *most* powers. Some of them are a bit of a pain.

If you really want to scrap the True 20 power system, then you can. Just replace it with M&M powers, each requiring the character to spend a feat, as normal, to use it at a rank equal to his Adept level. Total modifiers (extras and flaws, power feats and drawbacks) must equal +0. All powers subject to GM approval.


I don't think it necessarily has to equal +0, though that is a simple guideline.

I view "adept level" as basically, "ranks in the Magic power". Then the feats one spends on powers are just Alternate Power feats. You can spend 2*(adept level) on a power, and it can't have a rank above your adept level. This may be too much for some campaigns, but I think it's doable.

One caveat: Some powers MUST be recosted. The M&M Armor power is ludicrously good in True20, to name the most egregious example. Unless Warriors and Experts are allowed to buy Strike and Blast.

There will be a lot of corner cases, where you'll have to keep an eye on how it plays out in game, but it should work if you really want to use M&M powers in True 20. Be aware that Adepts will be come gods, unstoppable by anything other than a properly powered Adept.


You could come up with Warrior and Expert power lists, more restricted than the Adept one, but still able to let them keep up in their core competencies. Unlike Adept powers, they would (mostly) not risk Fatigue and would not show up as supernatural.
Last edited by The Shadow on Tue Apr 14, 2009 7:57 pm, edited 1 time in total.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."

--The Shadow
The Shadow
 
Posts: 1522
Joined: Tue Jul 05, 2005 11:49 am
Location: Oregon, USA

Re: Stealing rules from M&M

Postby iwatt » Tue Apr 14, 2009 9:09 am

The Shadow wrote:
You could come up with Warrior and Expert power lists, more restricted than the Adept one, but still able to let them keep up in their core competencies. Unlike Adept powers, they would (mostly) not risk Fatigue and would not show up as supernatural.


Make them Fort Save for Warriors. For experts, look at the Intellectual's Power List. Most of theem are non-fatiguing powers.
"When in doubt, set something on fire." - Belkar
My ever evolving House Rules
User avatar
iwatt
 
Posts: 1141
Joined: Wed Aug 09, 2006 12:31 pm
Location: Lugar de Condores

Re: Stealing rules from M&M

Postby The Shadow » Tue Apr 14, 2009 7:59 pm

iwatt wrote:
The Shadow wrote:
You could come up with Warrior and Expert power lists, more restricted than the Adept one, but still able to let them keep up in their core competencies. Unlike Adept powers, they would (mostly) not risk Fatigue and would not show up as supernatural.


Make them Fort Save for Warriors. For experts, look at the Intellectual's Power List. Most of theem are non-fatiguing powers.


The Intellectual was perhaps my one favorite thing in the Companion. I had a character like that in a Champions game long ago. Wanna try one again!
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."

--The Shadow
The Shadow
 
Posts: 1522
Joined: Tue Jul 05, 2005 11:49 am
Location: Oregon, USA

Previous

Return to True20 Rules

Who is online

Users browsing this forum: No registered users and 1 guest