Fantasy M&M

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Fantasy M&M[edit]

Many people think that M&M has more advanced system, that gives player less number crushing because it lacks hitpoints, powerpoints and one use spells.

There comes the idea of replacing D&D with M&M system.

  • this is quite easy because M&M is D20 system so there is quite little to change.

Freeform D&D[edit]

  • Fantasy system by Atori, based on M&M forum ideas.

Basic campaings, start with power level 4.

Heroic campaints, start with power level 6.

Base Character classes

  • for each level, player must choose a basic character class that sets maximum ranks.
  • base classess are Fighter, Rogue, Semispell user and Magic user.
  • all other limits as normal M&M rules.

Fighter

  • Attack maximum 1/level, so with starting level of 4, with 4 fighter levels character's maximum attack score is +4. Tradeoffs can variate this.
  • Defense maximum 3/4 per level. (round up.)
  • magic power maximum 0

Rogue

  • Attack maximum 3/4 /level
  • Defense maximum 1/level
  • magic power max 0.

Semispell user

  • Attack maximum 3/4 /level
  • Defense maximum 3/4 per level.
  • magic ranks 1/2 per level

Magic user

  • Attack maximum 1/2 /level
  • Defense maximum 1/2 per level.
  • magic ranks 1 per level

Multiple professions

  • no problem, just mix and match
  • magic, magic ranks limitation is per profession( magical training . )

Example: 4th level magic user Arabus has 4 magic user levels.

  • Wizard
  • Illusionist
  • Bard (emotion controller)
  • Darkmage

Each power can have max rank of one, because each magic user level is one.

  • so he has magic at rank 1, Illusion at rank 1, Emotion control at rank 1 and Darkess control at rank 1, great for multi use...

Professions[edit]

  • each class is only a frame set. Player should define a profession rank for each powerlevel, and perks and quirks that come with it.

Fighter

  • Perk: good combat training
  • quirk: must invest one point per rank into fighting skills or feats.

Thief

  • perk: good in hiding
  • quirks: must invest one point per rank into subterfuge, stealing or similar feat or skill.

Bard

  • perk: semispell user, charming.
  • quirk: must invest one point into social skills or feats.

Wizard

  • perk: powerful magic
  • quirk: must invest a point into magical feats or skills.

and so on.

Magical training

  • Wizard - classic magic power
  • Illusionist - Illusion
  • Bard - emotion control
  • Darkmage - Darkness control
  • Cleric - power based on Deity's power
  • Druid - Shapeshifting - limited to animal forms


Magic has heavy limitations. (draft)

Flaws Wizard magic : Action [Full; -1], Distracting [-1], Fades [-1] = cost 3 ranks / 1p

Flaws semi spell: Action [Full; -1], Fades [-1] = 2 ranks/cost 1p

Wizard Drawbacks: (draft)

Action (Magic, requires 1 hour to change allocation; -4pp), Power Loss (Magic, cannot change allocation or recover without spellbooks; Uncommon, Minor; -1pp),

Power Loss (Magic, when unable to cast spells or when without spell components; Uncommon, Minor; -1pp)

Sorcerer Drawbacks: (draft) Power Loss (Magic, when unable to cast spells or when without spell components; Uncommon, Minor; -1pp)


Suggested drawbacks for professions


Sorcerer Drawbacks – Can only use Quarterstaff, Dagger, Darts, Cannot wear Armor;

Rogue – Limited weapons list, can wear only Leather or Chain armor

Cleric – Can wear any armor, Limited weapons list;

a limited weapons list (no +3 weapons) would be a -1 Drawback

no weapons at all would be a -2 Drawback

a limited armor list would be a -1 Drawback

no armor at all would be a -2 Drawback

Races[edit]

(by Joshua)

Dwarves

Native Language: Dwarf

Skills: Craft/Trade 4

Powers: Super Senses 4 (Dark Vision, Detect Stone work Constructs (ranged); Immunity [Poison;

Flaw: Limited (save required)]

Total Cost: 6 pp

Elves

Native Language: Elven

Powers: Super Senses 2 (Low LIght Vision, Acute Hearing); Immunity 4 [Sleep, Magical Fatigue, Disease, and Cold Environment; Flaw: Limited (Save required)]; Super Movement 1 (Sure footed; limited to Woodlands)

Total Cost: 6 pp

Halflings

Native Language: Halfling

Powers: Shrinking* 4 [PF: Innate; Flaw: Permanent]; Super Senses 1 [Low Light Vision]

Total Cost: 4 pp

(*) Halflings have the following adjustments to their stats thanks to their size: +1 Attack/Defense Bonus, -4 Strength, -4 Grapple Mod, +4 Stealth Modifier, -2 Intimidation Modifier, x 3/4 carrying capacity.

Prestige classes[edit]

At certain powerlevel character can take prestige class.

Archmage

  • Requirements: To qualify to become an archmage, a character must fulfill all the following criteria.
  • Skills: Knowledge (arcana) 15 ranks
  • Feats: Skill Focus (Spellcraft)
  • Spells: Ability to cast 7th-rank spells, knowledge of 5th-level or higher spells from at least five schools (plant control, earth control etc.)

Benefit

  • can trade one magic skill rank per Archmage level into magic Variant power (5p/rank=one power at a time.)

Ideas from Atori, JoshuaDunlow, Setothes http://www.atomicthinktank.com/viewtopic.php?t=16531&highlight=


Charactersheet[edit]

This Excel character sheet can be opened with excel or with open office.

Charactersheet

Benefits from Excel sheet is easy update, automatic point calculation and easy printing.

Suggestions and extra ideas for Freeform D&D are welcome.