| Post/Author/DateTime | Post |
|---|---|
| naturax09-17-07, 12:21 PM | I'd like to know if anyone has run Eberron using Mutants and Masterminds because I'm thinking of switching over. Any advice? Any rules changes? I'd love to hear about what characters your players ended up building and how the campaign went. Thanks! |
| SilvercatMoonpaw09-17-07, 12:52 PM | Probably the wrong place to ask this. In fact, it has been done, but you should be checking out the Mutants & Masterminds forums: www.atomicthinktank.com They will be happy to help. |
| naturax09-17-07, 01:29 PM | Probably the wrong place to ask this. In fact, it has been done, but you should be checking out the Mutants & Masterminds forums: www.atomicthinktank.com They will be happy to help. Thanks for the link! I discovered atmoicthinktank about a week ago but I'm also looking for feedback from people who really love Eberron in particular, so I figured it wouldn't hurt to ask here too. |
| Edymnion09-17-07, 07:40 PM | I've done Eberron in M&M2e (and MnM2e makes a better system for Eberron than D&D does, actually). Important things to remember when doing conversions: Remember *LOW LEVEL*. A longsword is a Strike 3, after all. PL 8 is about right for the PCs. Remember that just because you can doesn't mean you should. Just because you can have max attack bonus and armor and cast spells doesn't mean you should. Have them come up with their character concept, and then build the concept. Then double check their builds to see if what they took makes sense. If their idea is a Warforged with a giant hammer, you should have red flags going off when you see a max power Blast on their sheet. Mundane is equipment, magic is device. Thats a good way to remember things. A mundane sword is a Strike 3 with the Mighty extra, but its equipment, its easily sundered. A magical flaming sword could be a Strike 4 with the fire descriptor, and bought as a device. Magic is typically bought in an array. Simple magic can be bought straight up, higher level stuff should have drawbacks like full round action or tiring. Do not let people max their combat stats unless it makes sense. Remember that the power caps are the MAXIMUM (save for tradeoffs). A rank 8 strike should represent one of the most powerful attacks a normal person can make, not the standard. Someone with max toughness should be one of the toughest humans on the face of the earth, not the norm. Remember that. Make templates. Since everything in M&M2e is point based, you need to make sure things like races have the same basic stuff across the board. Pick your race, choose the bare minimum of things you think define that race (like a Warforged and it's immunities), and make them a power package that has to be bought to use that race. Just remember that these things should be minimal. WF might have Immunty (Life Support), Immunity (Poison descriptor), and some increased Toughness, but don't try to replicate EVERYTHING. Turn the Dragonmarks into power packages like the races. Set powers you take as a whole. And the most important thing. Remember you are *NOT* trying to port D&D rules into M&M, you are trying to port *EBERRON*. Eberron is pure fluff, it has little to nothing to do with rules. Ignore D&D rules. Do not try to copy D&D rules. Copy the flavor. It should FEEL like Eberron, and thats all. I keep saying this, because it is the most important thing of all. You are first and foremost playing a Mutants & Masterminds game, with low power level characters, in a specific setting. Do not try to copy mechanical details, just try to impliment the flavor as best you can.Just keep three things in mind, and you'll be fine. Replicate flavor, not mechanics. Justify all mechanics with flavor. Don't over-estimate power. |
| naturax09-17-07, 09:58 PM | I've done Eberron in M&M2e (and MnM2e makes a better system for Eberron than D&D does, actually). Important things to remember when doing conversions: Remember *LOW LEVEL*. A longsword is a Strike 3, after all. PL 8 is about right for the PCs. Remember that just because you can doesn't mean you should. Just because you can have max attack bonus and armor and cast spells doesn't mean you should. Have them come up with their character concept, and then build the concept. Then double check their builds to see if what they took makes sense. If their idea is a Warforged with a giant hammer, you should have red flags going off when you see a max power Blast on their sheet. Mundane is equipment, magic is device. Thats a good way to remember things. A mundane sword is a Strike 3 with the Mighty extra, but its equipment, its easily sundered. A magical flaming sword could be a Strike 4 with the fire descriptor, and bought as a device. Magic is typically bought in an array. Simple magic can be bought straight up, higher level stuff should have drawbacks like full round action or tiring. Do not let people max their combat stats unless it makes sense. Remember that the power caps are the MAXIMUM (save for tradeoffs). A rank 8 strike should represent one of the most powerful attacks a normal person can make, not the standard. Someone with max toughness should be one of the toughest humans on the face of the earth, not the norm. Remember that. Make templates. Since everything in M&M2e is point based, you need to make sure things like races have the same basic stuff across the board. Pick your race, choose the bare minimum of things you think define that race (like a Warforged and it's immunities), and make them a power package that has to be bought to use that race. Just remember that these things should be minimal. WF might have Immunty (Life Support), Immunity (Poison descriptor), and some increased Toughness, but don't try to replicate EVERYTHING. Turn the Dragonmarks into power packages like the races. Set powers you take as a whole. And the most important thing. Remember you are *NOT* trying to port D&D rules into M&M, you are trying to port *EBERRON*. Eberron is pure fluff, it has little to nothing to do with rules. Ignore D&D rules. Do not try to copy D&D rules. Copy the flavor. It should FEEL like Eberron, and thats all. I keep saying this, because it is the most important thing of all. You are first and foremost playing a Mutants & Masterminds game, with low power level characters, in a specific setting. Do not try to copy mechanical details, just try to impliment the flavor as best you can.Just keep three things in mind, and you'll be fine. Replicate flavor, not mechanics. Justify all mechanics with flavor. Don't over-estimate power. Hey Edy, thanks for this! I have more questions, if you're willing: What PL and how many PP did you start your players off with? I'm trying to get them as low as possible, really, since they are new players and I don't want to overwhelm them with the options available to PL8 characters. And, do you have any of these race/dragonmark templates posted anywhere? I'd like to see what's been done already. Thanks again! |