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A Bevy of Savages

I’ve been putting Savage Worlds’ character generation through it’s paces, and I gotta say I’m impressed. My initial feeling that starting characters are seriously underpowered has gone now that I’ve got more of a feel for how the generation process hangs together. Using the ever excellent Hero Lab character generator certainly helps, but even without that I’m knocked out by just how quick it is to throw together a character once you’ve got the basic concept in mind.

Here’s a handful of characters from a variety of settings and genres, just to show the flexibility of the SWEX rules. As what I want out of Savage Worlds is a rules light, one book system for those times when Mutants & Masterminds is too crunchy, I’ve used only the rules from that one book for all of these. Doubtless I could go much further with them thanks to the countless genre supplements and conversions (both fan-made and commercial) there are for Savage Worlds.

All are Novices at 0XP.

Manda Carli
Let’s start with a recreation of one of my own characters. Here’s Manda Carli from our old Traveller campaign set in the Elite universe. She’s smart-mouthed, beautiful and one of the best pilots within Jump-6 of Lave. Oh, and her spaceship is called Mary Lou.

manda
While SWEX lacks spaceship rules, they’re more than adequately covered by this Traveller conversion (pdf)  if they’re needed.

Manda Carli
Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace 6, Parry 4, Toughness 5, Charisma 2

Driving d6+2, KS:Computer d4, Guts d6, Piloting d10+2, Repair d6, Shooting d6, Streetwise d4
Ace, Attractive
Quirk (Won’t hear anything bad said about her spaceship), Stubborn, Wanted (Major:By Zaonce Crime Syndicate)
Laser Pistol, “Mary Lou” (Modified Scout/Courier)

Khonun
Know, oh Prince, that this ain’t Conan. It’s Conan’s dumb brother. Here’s your archetypal D&D-style Barbarian complete with Berserk rage and low IQ. Compared to Manda above we’ve stepped back tens of thousands of years, and SWEX still holds up. It feels like GURPS done right. Nice.

Khonun
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6
Pace 6, Parry 6, Toughness 5, Charisma 0

Climbing d6, Fighting d10, Guts d6, Intimidation d4, Notice d6, Stealth d4, Throwing d4, Tracking d4
Berserk
Enemy (Major:Stygian Sorcerer), Outsider, Quirk (Says “By Crom!” a lot)
Greataxe d10

Barry Wandwright
….and into the modern day with a classmember from Hogwarts. Here’s a talented bookish chap who is braver than he believes. No skill at Quidditch though, and he’s probably got a crush on Hermione. But then, who doesn’t?

Barry Wandwright
Agility d4, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace 6, Parry 2, Toughness 5, Charisma 0

Guts d4, KS:Arcana d8, KS:History d6, KS:Muggle History d4, Notice d4, Spellcasting d6
Arcane Background:Magic, New Power
Delusional (Minor:Photos take your soul), Enemy (Slytherin bully), Young
Spells: Armor (Protego), Deflection (Expelliarmus), Light (Lumos), Stun (Stupefy)

Birgle
Back in D&D territory again, and this time it’s riffin’ it Old School with your typical frail-but-powerful Magic User. Birgle is my attempt to “break” Savage Worlds with a character who is very powerful in one area but equally weak in others. In Birgle’s case he’s extremely talended with his (limited) spells, but a sudden gust of wind could kill him. Just like any other Wizard this side of Fourth Edition D&D, then.

Birgle
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4
Pace 5, Parry 4, Toughness 3, Charisma -2

Fighting d4, Investigation d8, KS:Arcana d12, KS:History d8, Notice d8, Spellcasting d12
Arcane Background:Magic, Wizard
Elderly, Hard of Hearing, Mean
Spells: Armour (Force Shield), Bolt (Magic Missile), Entangle (Web)

Theron
Joining him is a Rogue from a low (or zero) fantasy setting. Theron is a rapier-wielding no-good urbanite who doesn’t believe in silly tales about magic, monsters and the like. Goblins are nothing more than ugly children and zombies just have a bad skin condition. It’s great fun to play a character like this in the Forgotten Realms, btw………..

I like the combination of Cautious and Curious. He’s tempted, but knows he shouldn’t. Hehehe.

Theron
Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d4
Pace 6, Parry 6, Toughness 5 (Leather Armour), Charisma 0

Climbing d6+2, Fighting d6, Lockpicking d6+2, Notice d6, Shooting d6, Stealth d8(+2 urban), Streetwise d8, Tracking d4
Thief
Cautious, Curious, Doubting Thomas

Rapier d6, Sling d6
Backpack, Waterskin, Lantern, Oil

How am I doing so far, oh Savage Worlds experts?

Mutants and Masterminds Week Day 1: Backstory

We’ve had RPG Weeks for Dragon Warriors, the Marvel RPG and the D&D Rules Cyclopedia, but not one for my most loved system of them all – Green Ronin’s Mutants & Masterminds. This week we’re going to correct that oversight with 7 whole days of pure 100% superheroey goodness. Hold on tight!

What we’re going to do is build a complete superhero campaign setting from start to finish in just seven days. I’m going to show you how the Mutants & Masterminds rules fit in to create a solid gaming platform that’s under complete GM control every step of the way. And it’s going to be big: we’re going to be using the entire multiverse!

I’ve covered a whole ton of ground about Mutants & Masterminds already, so rather than repeat myself here’s a handy-dandy list of previous M&M blogposts to get you started.

Tutorial

Opinion

D&D Conversion

Fantasy Archetypes

Heroes

Villains

Till next time!

Top Five Monsters not found in D&D

I’m liking the Top Ten Monsters thing so much, I decided to do another one. Only there’s five, and they’re not from D&D. Here’s a grab-bag of monters from sources other than Dungeons & Dragons, just because.

Skaven
Skaven are disease-riddled filthy ratmen from the Warhammer universe. It’s a crying shame that some kind of ratfolk don’t make an appearance in the official D&D Monster Manuals, and I suspect the reason is that Games Workshop Have Lawyers Too.

It’s not difficult to find fan-made conversions of the Skaven for the various editions of D&D, though many of them miss the mark and just re-tool a Goblin statblock and add Filth Fever to the mix. That’s good enough for a one-shot, but doesn’t really do these critters justice. They’re evil sadistic little buggers with delusions of grandeur and do much to add to Warhammer’s Filthy-Noir feel. If it’s Skaven-in-D&D you want, then S&S’s Vigil Watch: Warrens of the Ratmen is far and away the best resource. I’ve used that to run through Dungeon Crawl Classics Idylls of the Rat King, using actual Ratmen instead of Goblins, and it rocked.

Chaos Broo
I’ve already professed my love for Ruequest’s beast-headed savages over in my list of Top Ten Monsters, and I ain’t repeating myself again :D

Moreau
Named after the fabled Island of Dr Moreau, these gene-spliced human hybrids make an appearance in d20 Modern, Wizard of the Coast’s unloved stepchild rpg. Much like 4e D&D, d20 Modern is a system you either grokked or didn’t, and I grokked, bigtime. More on that another time though.

What Moreaus offer is the opportunity to bring a little Anthromanga to your game. Perhaps humanoid-animals are the norm. After all, who doesn’t want to play a Bear Swordmage, Dog Ranger or Rat Spellthief. C’mon! Have you no soul?

As d20 Modern is kissing cousin to the d20 SRD, dropping Moreaus into D&D is as simple as…. well, dropping Moreaus into D&D. Job done.

Flying Monkeys
Dude! Flying Monkeys! They’re like….. monkeys….. but they fly! From the world of Oz and the pen of Frank L Baum comes the cutest little chattering critters around. Let’s face it – grafting wings onto anything makes it cooler. Just take flying fish as an example. Without wings they’d just be…. well, fish. Add the ability to glide huge distances, and their immediately photoshootable. Wings maketh cool.

If I was King of the Universe, I’d make it law that every first Monster Manual had to have Flying Monkeys in, because their mere presence will nullify the effects of any duds the book might also contain (*cough* Ethereal Filcher *cough*).

If you’re playing 4e D&D, use the stats for the Spiretop Drake as a starting point and add salt to taste (flying monkey brains…. mmmm….). For 3e D&D, use the actual Monkey stats from the actual Monster Manual and add a Flight Speed. I’m pretty sure flying monkeys have made an appearance in 3e D&D someplace somewhere, but the lack of them in a core Monster Manual is a cryin’ shame.

Far worse though is the total lack of animals in the 4e Monster Manual. Fail, guys! Animal stats are infinitely templatable meaning they are prime Dungeon Master fodder. Give me official baseline animal stats from the start and you open up an whole vista of monstery goodness. My favourite so far has been a Rhino Zombie. Don’t ask.

Shard
From the world of Rolemaster comes the scariest monster I’ve ever thrown at my players in all my history of gaming: Shards. These are humanoid construct-like beings that are coated in a greenish leather hide that entirely covers their body, including their featureless faces. They are supernaturally fast, and attack by momentarily stopping, using their momentum to flick their arms arching backward over their head to launch disks of bone covered in their own poisonuous blood. They’re unremitting, damned-near unstoppable and completely single-minded in their objectives. Back when we played Rolemaster (ah, happy times) the players only had to heard the “thum thum thum” of a single Shard’s footsteps and know it was time to leave town. They only tried to fight back once, and the Shard despatched all but one of the party (the Rogue ran and lived to tell the tale) with precious little effort. Like I said, happy times.

Sometimes it’s fun to throw a monster at the party that they just can’t take down, and Shards exist for just that purpose. While there’s certainly more powerful monsters to be found in Rolemaster, the Shard is right up there for sheer fear factor alone. Just one of these days, I’m going to introduce them to our D&D game. “Thum thum thum”, indeed.

Top Ten Monsters

It’s like a spontaneous mini blog carnival I tell ya! A fair chunk of RPG blogdom (not least ChattyDM, Grognardia and noisms) are weighing in with their own personal list of favourite critters. I’m not one to miss a speeding bangwagon, so here’s my own list of Top Ten Monsters. In no particular order…..

Kobold
Kobolds might be the current poster-children for low-level 4e play, but my love for them goes way back to their D&D roots as scaly dog-headed things that chatter in a series of wuffs and barks. I love ‘em because they’re so darned adaptable; I’ve had winged kobolds, verdant kobolds (who live in forests and drop nets from trees ewok-like) and urban pickpocket orphan kobolds who speak with bad cockney accents. In my campaigns they’re like rats – you’re never far away from a Kobold, and they can survive in all but the harshest of places.

Chaos Broo
Body of Hulk Hogan, head of an animal, any animal (but goat is most common). These savage chaos-spawned brutes from Runequest are immense fun because the players never know quite what to expect as each one is different. One might have a huge crab-like claw while another has barbed tentacles which rise from his back. Another might explode on death, or split to form two more Broos. They’re easy to transplant into D&D too – just use the stats for Orcs, go wild with the descriptions, and you’re there. Fear the Broo!

Ogre
Big, dumb, strong and easy to fool. No wonder players feel such a kinship for Ogres :D They’re like trolls without all that fiddly book-keeping and can put up a fight that the players will talk about for weeks. Beating their first Ogre should be a rite of passage for all low-level characters as it’s their first chance to tackle something bigger than themselves and (hopefully) live to tell the tale.

Darkmantle
Y’know what players never do? Look up. Add a few Darkmantles into a dungeon though, and that changes quickly. Darkmantles add another dimension to the dungeon quickly and easily, giving the players one more thing to be worried about (death by strangling from above!) and well as providing them with a rather useful ally if they can somehow lure other monsters down the Darkmantle-infested corridors. Nice.

I’m disappointed that the Darkmantle didn’t make the first 4e Monster Manual (MMII, maybe?), so here’s a rather good fan conversion – their speed seems a little high to me, but other than that it’s good to go.

Kruthik & Kythons
It’s a tie for this spot as they both fill the “Alien substitute” niche for D&D. Both creatures are scary-ass different and evolve through their lifetimes, with Kythons somehow managing to be even more Alien than Alien itself. I love the idea of them hatching weapons from their eggs in particular. Kruthiks win bonus points for being in the 4e Monster Manual as a Core Critter meaning it’s likely we’ll see much more of these as adventures are written. Kythons hearken from the Third Edition Book of Vile Darkness – a notoriously difficult tome to get your grubby mits on. Excellent book, shame about the bookseller-unfriendly name. You try going to a bookstore and saying “Hi, I’d like a copy of the Book of Vile Darkness please.” without being arrested.

Otgygh
That Scene from Star Wars. Need I say more?

Manscorpion
Nothing, but nothing, screams Classic D&D to me more than a Manscorpion. In my mind they’re the pinnacle of the hybrid-composite monsters. I mean – the centaur can run fast and flick flies with it’s tail, the Drider is a failed member of a failed Elven race (how lame is that?) and the Minotaur is just a big Chaos Broo with the chaos kicked out of it. But a Manscorpion….. it’s got the lot. Armoured exoskeleton, able to survive in the harsh desert environments and a poisonous sting. In a fantasy version of rock-paper-scissors, Conan beats Dragon. But Conan versus Manscorpion – too close to call. That’s badass.

Manscorpions only merited entry into a 3e Monster Manual (II, or maybe III – I forget which) as part of an appendix boasting about just how great the OGL is. Oh how things change, eh? When it comes to 4e, it’s a case of fanbase to the rescue once more with a spiffy Manscorpion to be found right here.

Zombie
You always know where you are with a zombie. They’re moving when they shouldn’t be, and that’s just plain wrong. Kinda like Paris Hilton, only without the makeup. Zombies come in all shapes and sizes because anything can be a Zombie, though I suggest holding off on using that Zombie Gelatinous Cube. Zombie Anthropophagi are fun. “Chop of it’s head! Oh. Damn.”

A Zombie’s only purpose in life is to be hit, shot, stabbed and generally sent back from whence it came. They’re simple, uncomplicated foes. Unless of course you make the animated corpse one of the player’s loved ones – or worse yet, his family pet. But that’s just cruel GM’ing and I would never do such a thing. Nope. Never.

Air Shark
Air Shark, Air Shark, lumpy munchy Air Shark.

They’re Sharks, but they fly through the air. It’s like Jaws, only worse. Far, far worse. Air Sharks (alternately called Land Sharks, though not to be confused with the Bulette) originated in All the Worlds Monsters II, a softcover blue book dating back to the early days of D&D and co-authored by the late great David Hargrave, he of the Ardiun Grimoire fame. If you want to freak out your players, describe a horde of Orcs cresting a hill toward them riding sharks and I bet you get at least one “oh fuck” from them, right there.

Dragon
I started with scaly things, so let’s end with ‘em too. D&D wouldn’t be D&D without Dragons – it would be just called “Dungeons &” which is a silly name.

I love me some dragons of all flavours from the lowly (and awesome) Spiretop Drakes all the way up to Tiamat and beyond. My love for things Draconic waned a lot during 3e D&D because, cool though they were, Dragons were just so bloody unplayable at the table. 4e D&D changes that and does a terrific job of capturing both their raw potency and managing to make them hella cool fun to play at the same time. Add in the sheer range of draconic things (the MM alone boasts Chromatic Dragons, Dragonborn, Dragonspawn, Drakes and Wyverns – enough for an all-draconic campaign from levels 1-30!!) and there’s plenty of potential in the old scaly things yet.

So anyhow. There’s my Top Ten Monsters. What’s yours?

DAZ Studio Toon up

Want to know how to create toon-style images like this in DAZ Studio? ‘Course you do! Stay tooned for the next First Steps with DAZ tutorial, coming….. toon!

nyoko_jigtoon

Meantime things are slowing down a little here at Greywulf Towers as I’m fighting off a cold so feel just a little more achy and drained than usual. I’ve a Character du Jour based on benpop’s description of this lovely Elven Maiden to put together, the Sunless Citadel 4e conversion pdf to complete, a couple of commissioned renders to finish and the next panels for Sin20: The Life and Death of Callen Oncedark to…. uhhh…. start. Ouch. I’m so behind!

Instead, I’ll end with a mini-rant.

There’s a lot of noise out there regarding Wizards’ issuing a cease-and-desist order to Ema’s Character Sheets site. I’m not going to be drawn into that because we don’t really know the facts behind it, and to the best of my knowledge never visited the site in question. So it’s not fair for speculate about something I really know nothing about.

However, this has renewed a call for Wizards’ to issue some kind of fan-site policy. I’ll say this only once: I don’t want no steenking fan-site policy, ok? In other industries where these things exist they do nothing but drive a wedge between companies and their fans. Policies like these are anathema to the whole concept of “being a fan” in the first place and only serve to further limit what we, as fans, can or can’t do in our own private corner of the internet. Wizards’ quite rightly pointed out that having a fan-site policy would make no difference in cases where their IP is abused. I’m hoping that they’re coming to realise that having a fan-site policy in the first place is a Bad Move.

And don’t get me started on the whole “Intellectual Property” myth. I’ll save that for another day, ok?

But anyhow.

Your own personal “policy” when it comes to D&D or any other game should be the same as it is on the internet as a whole:

  1. Use common sense
  2. Respect others
  3. Respect the law

Do we really need the specifics spelling out to us? Hell no!

Rant over. Think I’ll lay down now.

Everything and nothing

I’ve a whole host of blogpost ideas floating around my cranium right now, and no real idea which one to tackle first. So, rather than pick one at random, here’s the list. Leave a comment saying which one should have first dibs, and the one with the funniest/cleverest/smartest/most heartfelt (or just plain mostest) comments will appear in the next day or so.

Over to you!

  • Why 4e D&D is designed for Literate Fantasy
  • Character du Your – I post an image, you provide the backstory, I stat it up
  • Complete that Sunless Citadel 4e conversion PDF I’ve been promising
  • Using Middle Earth as a setting for 4e D&D (no, really – it works!)
  • The next DAZ Studio tutorial (suggest a topic!)
  • Mutants & Masterminds, the musical
  • Why the character in character generation doesn’t mean what you think
  • Why Kruthiks rock my world

That’s a pretty D&D heavy list, but that’s because of a new campaign that’s about to begin. Goodbye, Arena-based adventures in Ptolus, hello Cardolan. But that’s another blogpost for another time. Want to know more? Tell me about it in the comments!

More than skin deep

elle2

DAZ Studio + mono conversion. Click to enlarge.

Quick and dirty OD&D to 4e D&D conversion

Job Description OD&D Class 4e D&D Class/Race
Get up close and kill things Fighter Rogue
Open locks and disarm traps Thief Anyone with Thievery Skill Training
Heal party members Cleric Who needs healing? We’ve got tons of Hit Points and can heal ourselves!
Use magic and carry a spell book Magic User Anyone with the Ritualist Feat
Short guy who loves food and good ale Halfling Dwarf
Short guy who’s deadly in combat Dwarf Halfling
Control the action and award bonuses in combat DM Warlord
Scaly skin and breath fire Dragon! Kill it! Die! Die! Die! XP! Dragonborn

Any questions?

Marvel RPG Week Day Three: Revelation

Imagine, if you will, that there somehow existed a resource which listed the complete game stats, origin and information about the heroes of your childhood. Imagine being able to look up and compare the relative strengths of each, and even somehow actually use that information right in your role-playing games as fully playable characters or NPCs straight off the page. Imagine them all written up and readily available for all with none of that Intellectual Property Rights nonsense that blights the modern age.

Gamers Handbooks of the Marvel Universe are exactly that dream, come true. Published as four hefty tomes then updated yearly from 1989 to 1992, these books contained pretty much the entire Marvel roll call, fully stated out and ready for play. The sheer number of heroes and villains is overwhelming, and it’s a testament to the number of different comics that Marvel turned out in the 70s and 80s. Your average non-comic loving geek might recognise perhaps 5% of these, and even your typical superheroes lover would struggle to know more than a third. Anyone who claims to know more that 50% of them is either lying, or really needs to get out more :D

Granted, a high percentage of them totally suck, but that’s a large part of their charm. It’s comforting to know that no matter how bad a character you create, someone at Marvel probably made one worse – and they were paid to do it too! It vindicates Marvel RPG’s use of random character generation as I suspect some of the characters in the Gamers Handbooks were created in a similarly random (if not intoxicated and/or drug-induced) fashion.

The fun thing though is that it’s the bat-shit crazy ones I love. Give me characters like Angar the Screamer, Arkon or Doctor Sun (look ‘em up) and I’m in heaven – and as these books come complete with full gamestats for ‘em, they’re immediately droppable into your Marvel RPG game too. Conversion to other systems (*cough* Mutants & Masterminds *cough*) isn’t that difficult either as the heavy lifting has already been done for you.

As with the rest of the Marvel RPG, the Gamers Handbooks are available for free download from Classic Marvel. The first four (covering Abomination to Zzzax - I kid you not) weight in at a total of 136Mb of pdfs, and are well worth the disk space. A word of warning though – the 1989 Character Update is a 91Mb all on it’s own, though 1990-1992 are just 29Mb in total. The scan quality overall isn’t that great but they’re still very readable and usable nonetheless.

Given that these books are close on 25 years old, you’d think that they’re no longer relevant in today’s comicbook age – and you’d be wrong. The more you look through them, the more you realised that fuck-all has happened in the Marvel Universe in the past quarter-century. Around 75% of the characters in these books will never see light of day again in these leaner, meaner times, but the A- and B-list Marvel guys are near-as-dammit exactly the same as they have ever been. Iron Man might be slightly less alcoholic these days, Hulk a little angrier and Captain America…. well ok, he died, but otherwise they’re all the same as they ever have been. I blame the comic-buying public, personally. For all that we love the fantastic, we hate evolution and change, and consistently decry and moan about our precious heroes being messed with. We hated Spider-man’s One More Day storyline, but we’re all much happier bunnies that he’s back being…. well, exactly the same guy you’ll find in the 20-odd year old Gamers Handbooks.

If you want to try the Marvel RPG yourself head over to Classic Marvel where the entire system and supplements can be downloaded for free. Go to Other Stuff->Downloads->Advanced Game and Modules for the Marvel RPG Advanced Set. Spend some time surfing the site – it’s a terrific resource full of more role-playing goodness than you can possibly imagine.

Make Mine Marvel!

How to convert D&D monsters to M&M

Short answer: You don’t need to.

Long answer: There’s little need to convert monsters from Dungeons & Dragons to Mutants & Masterminds simply because 95% of the stat block information is the same, so just use it as-is, right off the page. Where there are differences in game terms (most notably the skill list), just use the one that you’re given. Work out the Toughness, Defense and Damage ratings, and you’re good to go.

For example, if you’re using a monster from 3rd Edition D&D you’ve got skills such as Spot, Move Silently and Search. Don’t sweat it, and just use them rather than M&M’s Stealth and Notice. Zero conversion required. Don’t worry about breaking down the critter’s abilities into M&M-compliant Powers or bother about the points costs – just use them as they’re written, and enjoy. If it’s a monster you really, really want in 100% Mutants & Masterminds format (for example, if it’s going to be a Player Character, or you want to modify it’s abilities in some way), then go right ahead, but zero-conversion will work just fine for 99% of your needs, and why make work for yourself when the poor beastie is (hopefully) going to be dead in under 10 rounds?

M&M and D&D (both 3rd and 4th Edition) overlap where it comes to stats, ability bonuses, skills, feats (mostly – again, don’t sweat it), attack bonuses and saves, so rather than try to convert like-to-like, just use what you’re given. They’ll be good enough for the majority of your needs. Honest.

The main difference lays in the way both systems give and receive damage. D&D has Hit Points, AC and funky dice rolls, whereas as M&M uses Toughness Saves, Defense and a damage track. Thankfully, converting these numbers is simple enough to do right at the table during play.

Here’s how.

Dishing out damage

Use the attack roll as given (ie, if the monster has +2 to hit with their Axe, then that’s still +2 to hit.

For damage, half the maximum dice roll, -1, then add any bonuses due to Strength, magic, etc.

This gives you the attack’s Damage Bonus. For example, a Longsword (1d8) has a Damage Bonus of (8/2-1) 3 (ie, require a DC 18 Toughness save). In the hands of a STR 16 Gnoll it would have a Damage Bonus of 6 (DC 21). If he had a  Longsword +1, the Damage Bonus would be 7 (DC 22).

This works just the same for 4e conversions. Use the same to-hit roll, and just calculate the Damage Bonus for each Power, and you’re done.

Taking damage

Instead of Armour Class and Hit Points, M&M uses Defense and a Toughness save; attacks are rolled against Defense, then there’s a Toughness save against the Damage DC. Fail the save and (depending on how much you fail by), you’re Bruised, Staggered, or worse.

Defense is similar to Armour Class; it’s not quite the same as some things which add to AC in D&D instead modify your Defense in M&M. Most notably, in M&M armour adds to your Toughness Save, not your Defense. Shields, on the other hand, do add to Defense. This is more realistic – wearing armour doesn’t make you harder to hit, but it does mean that a hit is less likely to injure you, and shields are used to deflect attacks.

Make Defense equal to AC minus Armour bonus.

To calculate Toughness save, use CON bonus + number of Hit Die (or Level, for 4e) + Armour bonus. Eyeball the result; if the monster’s Toughness is too high or low, adjust to taste.

Example

Let’s pick on the poor 3e Goblin straight from the SRD. Here’s the relevant game stats with the numbers we can use directly in our M&M game highlighted.

Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

AC 15 (+1 size, +1 Dex, +2 leather armour, +1 light shield)
HD 1d8+1 (5 hp), +1 Init, Speed 30′
Fort +3, Ref +1, Will -1

Morningstar +2 (1d6) or javelin +3 (1d4)
Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Alertness, Darkvision 60 ft.

That Morningstar’s Damage Bonus is going to be (6/2-1 = 2), making it DC 17, and the Javelin is (4/2-1= 1) DC 16. Defense is (AC 15 – 2) = 13, and Toughness save is (1 +2) +3. Done.

We’ve one Goblin ready to roll! If we want to make him a Goblin Minion, just note the fact. In M&M this means that one failed Toughness save and he’s out of action. Simple, really.

More complex monsters might take slightly more time (due to having more attack options), but the principle is still the same – use what’s there, and just calculate the rest as needed. Why work out the DCs for every single spell and attack if they’re not going to be used. Work it out on the fly instead.

Summary

Skills, Stats, Saves and Attack rolls: stay the same

Damage: half the maximum dice roll, -1, then add any bonuses due to Strength, magic, etc.

Defense = AC – Armour bonus

Toughness = 10+CON bonus + number of Hit Die (or Level, for 4e) + Armour bonus

Till next time!

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