Fantasy M&M
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
- must take combat oriented feat every second level.
Rogue
- Attack maximum 3/4 /level
- Defense maximum 1/level
- magic power max 0.
- must take invest a point into feats or skills every level.
Semispell user
- Attack maximum 3/4 /level
- Defense maximum 3/4 per level.
- magic ranks 1/2 per level
- must invest a point into mystical feats or skills every second level.
Magic user
- Attack maximum 1/2 /level
- Defense maximum 1/2 per level.
- magic ranks 1 per level
- must invest a point into mystical feats or skills every 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...
Magical training examples:
- 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 have 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 (examples)
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;
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 wellcome.
Ideas from Atori, JoshuaDunlow, Setothes http://www.atomicthinktank.com/viewtopic.php?t=16531&highlight=