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