Fantasy M&M

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Fantasy M&M

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

  • Fantasy system by Artturi, 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

  • 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

(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.

Suggestions are welcome.

Prestige classes

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

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.