M&M Combat Damage System

rgrove0172

Mongoose
What do you guys think of the damage system in Mutants and Masterminds d20. Essentially a FORT save against damage to avoid injury?
 
I'm been playing and running MnM since 1e came out and quite prefer damage save mechanisms over hit point systems. When MnM 2e first came out, the first thing I did with it was to make fantasy characters rather than supers actually. I think damage saves would work fine for Conan, just take some work.
 
The damage system in M&M is essentially the same as in True20 (there might be minor differences, I'm not sure). I own True20, but have yet not tested it in play. I really like a lot of the basic ideas behind True20, but the damage system is the thing I feel a little so-so about. It seems unnecessarily complicated for my taste, with various states and small modifiers. Again, this is just from me reading the system, and I should add that I actually like how hit points work (at least in a game such as Conan). :D

BTW, here is a link to a thread where someone talked a bit about porting this damage system into Conan.
 
My understanding is that the drawback of damage save systems is that you encounter situations where combat drags on and on because everybody keeps making their saves.

But never played it first hand, so I couldn't tell you for sure.
 
Soulmage said:
My understanding is that the drawback of damage save systems is that you encounter situations where combat drags on and on because everybody keeps making their saves.

But never played it first hand, so I couldn't tell you for sure.

MnM combat goes pretty quickly actually, especially compared to Hero with regard to Supers for some gaming groups.
 
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