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9302 No. 9302 ID: 516e8f

So I've been working on getting a few players somewhere up to speed with Mutants & Masterminds, as we're attempting to convert an old campaign of ours for it. I've got a few questions before we start playing, though.

Toughness save effects are extremely iffy in terms of how easy it is to have stun lead straight to repeated stuns because of your action loss. Does Defense really balance their effects out, assuming you would rather not trust your fate to luck?

Is Magical Mastery the best way to emulate a D&D Cleric pre-4E?

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No. 9309 ID: 411d5e

Toughness is a little stronger than defence I have to say, and it is easy to abuse the system by having a very low Defense cap and a very high Toughness cap, before getting high Impervious (or whatever it was called, where attacks need to have a modifier equal to or greater than the level of impreviousness to actually get a chance to roll damage) Toughness, but by its nature M&M requires a more proactive GM to demand the players rationalize their characters' stats, and also stop them doing shit too far like I just described. But yeah, toughness fails can lead to a spiral of suck but that's why there's a party, you need them to keep guys off your back.

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No. 9313 ID: 516e8f

>>9309
I'm playing a Toughness 6 Defense 10 character with unmaxed Defense. PL 8.

This is particularly why I'm worried about it, since I was already playing a glass-cannon type in the game we're converting.

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