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RPGs / Re: M&M 3e question
« on: July 18, 2014, 12:59:40 PM »
There's 2 big ways power level effects characters in M&M - total power points and power caps.
The power caps are the big issues if you start going below PL 8.
Basically - the PL number is the max offensive and defensive value your characters can have. You can swap between them if you want to. Example: a PL 8 character can have +8 to hit/ +8 damage, or +6 to hit/ +10 damage, or +4 to hit/ +12 damage, etc. That's just attacking, there are skill caps, defense caps all over the place. Gear is included in these caps. This is to stop somebody from getting a damage 10 anti tank gun in your PL 6 cop game and insta killing everyone.
SWAT officers in the main book are PL 6, and random thugs are PL 4. Heroes really ought to start at PL 8 and up so they have a better chance at survival vs random folks.
PL 8 - good for teen heroes (powered but inexperienced), and costumed vigilantes. Think the Teen Titans, Hit-Girl, Ninja Turtles
PL 10 - standard starting point assumed in the book. Established heroes. Think Spiderman, most of the X-Men, The Punisher, Daredevil, Catwoman.
PL 12 - As 10 but moreso. National level heroes and villains. I'd put most of the Avengers about here. Also folks like Apocalypse.
PL 15 and above - Justice League A-Lister or cosmic beings. Think Superman, Wonder Woman, Thor, Silver Surfer.
Outside of DC adventures I don't think they've ever released a list as exact as to point out specific character examples specifically. You could always try the M&M forums over at roninarmy.com for better ideas for power level scaling. There are some pretty detailed discussions on the matter there.
The power caps are the big issues if you start going below PL 8.
Basically - the PL number is the max offensive and defensive value your characters can have. You can swap between them if you want to. Example: a PL 8 character can have +8 to hit/ +8 damage, or +6 to hit/ +10 damage, or +4 to hit/ +12 damage, etc. That's just attacking, there are skill caps, defense caps all over the place. Gear is included in these caps. This is to stop somebody from getting a damage 10 anti tank gun in your PL 6 cop game and insta killing everyone.
SWAT officers in the main book are PL 6, and random thugs are PL 4. Heroes really ought to start at PL 8 and up so they have a better chance at survival vs random folks.
PL 8 - good for teen heroes (powered but inexperienced), and costumed vigilantes. Think the Teen Titans, Hit-Girl, Ninja Turtles
PL 10 - standard starting point assumed in the book. Established heroes. Think Spiderman, most of the X-Men, The Punisher, Daredevil, Catwoman.
PL 12 - As 10 but moreso. National level heroes and villains. I'd put most of the Avengers about here. Also folks like Apocalypse.
PL 15 and above - Justice League A-Lister or cosmic beings. Think Superman, Wonder Woman, Thor, Silver Surfer.
Outside of DC adventures I don't think they've ever released a list as exact as to point out specific character examples specifically. You could always try the M&M forums over at roninarmy.com for better ideas for power level scaling. There are some pretty detailed discussions on the matter there.