Could you expand on that? What math are you talking about?
Well, as you mentioned later in your post, things like the DC for Inventor/Artificer/Ritualist are all dependent on PP. As are things like Power Stunting. And the Weaken effect. Oh, and the Variable effect (which should be a rather uncommon Effect to have on one's sheet - either you've got a blood-line that uses it, or happen to have thousands of jutsu under your belt like Hiruzen).
Changing the math for stuff like that would be a nightmare to balance. PP has already been subjected to math/tests from Green Ronin, M&M's game designers, so we can be assured its reasonably balanced. Ergo, keep PP and XP separate, to ensure that PP is used for stuff in-game, and XP is used for adding new things over time.
Basically, PP makes for easy math in-game/play. XP gives us the grind we want for training purposes.
First, all the mechanics are the same and the "three" skills are mostly just a palette swap on the names with a few tweaks to time required for the Ritual version
Inventing / Artificing:
- Two steps: design check, then construction check
- Design check (skill: Technology for inventing, Expertise: Magic for artificing):
- DC 10 + PP cost (incl modifiers except Removable)
- 1 hour / PP
- If it fails you normally know about it and the only problem is that you have to start over. (If it fails really badly then you don't know and it will not function / will misfunction after the Construction check.)
- Construction Check (skill: same as before)
- DC 10 + PP cost
- 4 hr / PP
- If it fails there's normally no effect. If it fails badly, or if the Design check failed really badly, then you can get a mishap
- If both checks pass you can use the thing exactly once in one scene and then it dies
- After it dies you can either:
- Spend a hero point to reactivate it for 1 more use
- Spend the PP to acquire it as a permanent power
- Not stated in the rule book as far as I saw, but presumably "GOTO 1" is a valid option? i.e., repeat the Design and Construction checks and create another widget
Rituals are the same as Artificing except they take 10 minutes / PP to perform.
Okay, you're pretty close actually. A few details you've got off, though. Also, the Deluxe Heroes Handbook clarifies this stuff more, and adds a few things that you can do, so let's go through it.
- Two steps: design check, then construction check
Correct.
Design check (skill: Technology for inventing, Expertise: Magic for artificing):
- DC 10 + PP cost (incl modifiers except Removable)
- 1 hour / PP
- If it fails you normally know about it and the only problem is that you have to start over. (If it fails really badly then you don't know and it will not function / will misfunction after the Construction check.)
Mostly correct.
You have the Skill used, the DC calculation, the Hour / PP, and failure stuff right.
The DHH also mentions that you should also make that Design Check in Secret so the player has no idea if they Designed it right or not. But you're all intelligent folks, and probably guessed that already.
The DHH also allows one to make this Design Check as a "routine check". For who haven't made an effort to learn M&M terminology, that's the same thing as "take 10, but it's one action rather than taking 10 actions to guarantee the 10".
The Routine Check is what allows a Hero to do things pretty casually in no-stress situations. Lots of stuff can turn into Routine Checks, and they can even be done in combat (but only on attack rolls vs Minions, unless you've got something like the Skill Mastery advantage). But now we're digressing.
Also of note is this interesting snippet from page 211 of the Deluxe Heroes Handbook about finagling with the Design's DC and Time:
You can reduce the rank of the design time, taking a –5 circumstance penalty on the check for each –1 time rank reduction.
Now, what this means is that you can try to "rush the job" at the expense of making the Design check harder. Granted, this also means you're increasing your likelihood of screwing up the Design, but hey, for a -5 penalty to the design check, you could cut design time in half!
However, there's also the rules-exploit that takes this rule to it's logical "inversion": If you increase the rank of design time, get a +5 circumstance bonus for each +1 time rank increase.
Or if it makes it easier to look at for you, lower the DC by -5 by taking +1 time rank increase to the design time (so instead of 4 hours / PP, you spend 8 hours / PP).
Also note that given the way the Ranks & Measures table works, and the word "each" in the rule description, you can further increase/decrease the DC of the design check by accepting a decrease/increase the Time Rank spent / PP cost on the design time.
This lets Inventors/Artificers/Ritualists hit above their usual weight-class... but is really,
really slow. But if you've got months or years to kill with nothing to do but design, then you've got the time to kill on sextuple-checking your design work before thinking about construction.
Also, it's a rule-exploit worthy of Marked for Death.
Construction Check (skill: same as before)
- DC 10 + PP cost
- 4 hr / PP
- If it fails there's normally no effect. If it fails badly, or if the Design check failed really badly, then you can get a mishap
Yeah, this is all correct. Note that much like with Design, you can make the Construction check as a Routine Check, and you can rush the job by taking penalties (or take it really, really slow and get a bonus - but that's a rules exploit).
Also note that Failures from the Design can propagate into Construction. And as we've seen in MfD... Sealing Failure is
really bad.
Iä! Iä! Cthulhu fhtagn!
If both checks pass you can use the thing exactly once in one scene and then it dies
Yeah, this is wrong.
It's not "you can use it once".
The rules read:
Once the invention is complete, it is good for use in one scene, after which it breaks down or runs out of power.
Emphasis mine.
Basically, once you've got the Invention completed, you can use it for a single scene. Within that scene, you can use it as much as you want.
The Exception to that are Rituals: those
are single-use, fire-and-done type things.
After it dies you can either:
- Spend a hero point to reactivate it for 1 more use
- Spend the PP to acquire it as a permanent power
- Not stated in the rule book as far as I saw, but presumably "GOTO 1" is a valid option? i.e., repeat the Design and Construction checks and create another widget
Mostly right.
First bullet point should be "Spend a hero-point to get an another one-scene use". Note that you can spend more HP to keep the invention around for successive scenes (again, 1 HP for each scene its used in except the first). This uses in successive scenes needs no further skill checks for Design or Construction.
The second bullet point is spot on. You basically pay for the power in it's entirety, either as a Device (Powers with the Removable Flaw), or as Equipment (as per the Advantage). My assumption is that the Team (Hazou especially) has purchased an entire array of explosives as Equipment - simply because Equipment is best meant to represent 'cheap, easily replaceable gear that is mundane enough to not be a Device'. Explosive Seals and the other mass-produced Seals the Team has fit the bill, because Hazou and Kagome are around to "provide upkeep".
The third bullet point is kinda right? But if you already have the Design right, and still have the Design specs somewhere on-hand in-character, you could just skip right to Construction. I mean, unless you're making changes to the Design or making a new Design, you should still be able to use the "old blueprint" without issue, you know?
But, you can actually spend a Hero Point to "have a particular previously constructed invention conveniently on-hand during an adventure". This results in looking like Batman with his "magic utility belt" by way of internal ret-con. Or simply that you'd been spending off-screen time doing maintenance on the invention, and are ret-conning it into "I just happened to have my old prototype with me!"
So, really, it's a matter of "spend a bunch of time remaking the Invention" or "pay a HP, and just have it on hand".
Rituals are the same as Artificing except they take 10 minutes / PP to perform.
Pretty much? I mean, I believe I've covered the differences already but for the sake of those that are just skimming, I'll go over them again.
- Rituals use Expertise: Magic, just as Artificer does.
- The Design portion of the Ritual takes 4 Hours / PP
- The Performance portion takes 10 Minutes / PP
- The DC for Design and Performance are the same as with Inventing (only it's Ritual Performance, not Invention Construction, but that's semantics)
- The ritual is only good for One Scene. Sometimes this means "one-and-done", sometimes it means "the effects last a whole scene" - it really depends on the Power the Ritual is giving you for the scene, but more likely is dependent on the plots and the whims of the GM.
- Failure is the same as with Inventions
- You can jury-rig Rituals just like you can Inventions/Artifice
This actually reminds me: I completely forgot to mention Jury-Rigging!
Jury-Rigging is essentially what happens when you don't have the time to go through the design and construction process, and need to design an Invention
right now! It's the "Macgyver Option" to hack together an invention in a few minutes and make it work for the scene you need it.
Here's the excerpt from page 212 of the Deluxe Heroes Handbook:
An inventor can choose to spend a hero point to jury-rig a device; ideal for when a particular device is needed right now. When jury-rigging a device, skip the design check and reduce the time of the construction check to one round per power point of the device's cost, but increase the DC of the check by +5. The inventor makes the check and, if successful, has use of the device for one scene before it burns out, falls apart, blows up, or otherwise fails. You can't jury-rig an invention as a routine check, nor can you speed up the process any further by taking a check penalty. You can use a jury-rigged invention again by spending another hero point.
So, you basically spend an HP, and can then skip the Design step and go straight to Construction. The Construction DC becomes 15 + PP cost rather than 10 + PP cost. The time to construct goes from 4 Hours / PP to the insanely quick 1 Round / PP. It's a rough job, so you can't make it a Routine Check (unless you have the Skill Mastery advantage), and you can't take penalties to your skill check to speed it up further (this is the fastest you can work, and you're already cutting corners).
As is obvious, Jury-Rigging is a big risk. You have to spend an HP to make the attempt, and the chance of failure increases dramatically (because there's a +5 DC and you can't make it routine). But if you manage to beat the DC and last enough rounds to get it done, then you can pull off a Macgyver.
There's a lot of similarities here, but the design goals are fundamentally different:
MM 'thingy creation' (Inventing, Rituals, or Artificing) is oriented around spending lots of time making single instances of a unique ability that's tailored for solving one problem and is intended to be used exactly once.
MfD sealing is oriented around very quickly creating many instances of a general-purpose power -- hence why Kagome was shouting at Keiko for 'only' having 200 explosives on her.
Yeah, but M&M "thingy creation" is good for dealing with "how do design and build prototypes" style situations. They're used not to be once, but for one scene. And they can be re-used with a HP, or with time spent on re-doing the Construction phase.
Also, if they get to be something the character uses often, then it's most likely they bought the inventions as Devices/Equipment.
As I mentioned earlier - it is most likely that after Kagome began teaching Hazou all about Seals (and Hazou bought and leveled his Expertise: Sealing skill, and purchased the advantage(s) needed to use them right) that all members of the Team simply gained a few ranks of the Equipment Advantage, and used the Advantage to represent the Seals they have on hand.
In M&M, counting ammunition isn't a problem. It's actually a Complication that the GM can give (see the Equipment section's "Under The Hood: Ammo, Batteries, and Charges" side-bar about this).
Virtually all of Team Uplift's explosive ordinance falls under the umbrella of "Equipment" rather than "Invention", meaning that upkeep tends to happen "off-screen" with Hazou and Kagome in order to re-stock on supplies.
Of course, one can always create a homebrew advantage that plays on the Invention rules:
SEALCRAFTER (Skill Advantage) Use Expertise: Sealing to create temporary Seal inventions and prototypes.
-- The Advantage would work exactly as Artificer does. Only, the Construction Time is on the order of minutes, similar to Rituals.
Kind of a rough idea here, and I'm not entirely sure on how much the time / PP cost ought to be. See, Inventions and Artifice have Construction be built on a 4 hour time scale: Time Rank 11. Rituals are Performed at 10 minute scale, so Time Rank 7. Jury-Rigging is a single round, so Time Rank 0.
Meh, I'll look into it later once I take a look at how long making some seals are supposed to take, and how much they cost in terms of PP.
This way, you would spend anywhere from minutes to hours to weeks to months to design a Seal, depending on how simple or complicated you want to make the Seal, and you own personal skill/ability to take penalties or spend extra time reducing the DC for the check to viable levels.
Once you've got the Prototype perfected though, you can either pay the HP to have it on hand every now and then, or you can pay to have it as a Device or Equipment that you'll always have on hand.
So, if I'm following all this correctly, an MM character can swap his powers for any other powers he likes, at any time, for no cost, as long as the new power doesn't cost more than the one it's being swapped for? I hope I'm misunderstanding something.
The cost is that you have to use Extra Effort.
Extra Effort can only be used once a round, and each use gives the user the Fatigued Condition. Fatigued isn't
so bad... but getting hit by the Fatigued condition when you're already Fatigued? The Condtion worsens to Exhausted, and that's a pretty big hinderance. And if you suffer from Fatigue
again when you're already Exhausted? You become Incapacitated.
This is why HP are a really valuable resource - you can spend a Hero Point to Recover from a Dazed, Fatigued, or Stunned Condition
instantly, no action required. This lets you pull off a Power Stunt by using Extra Effort and immediately spending an HP to Recover the Fatigued condition.
And as to the fact that you can Power Stunt for a completely new power... okay, well
technically yes, but on page 190 of the Deluxe Heroes Handbook, there's a toolbar called "Under The Hood: Alternate Effects" that talks about arrays, and the rules/advice/logic in the last paragraph would also apply to Power Stunts:
If you decide an array is appropriate, the first thing is to determine its overall theme and associated descriptors. Is it an array of different attacks, like a "weapons array" of a battlesuit? Is it a collection of regular power stunts for a themed power like earth control, or spells for magic? Is it a series of alternate forms for a metamorph? And so forth. Arrays should have some unifying theme beyond "all the powers I want my hero to have," and Gamemasters should feel free to veto inappropriate arrays lacking a strong theme.
There's also page 207 of the same book, with a side-bar on "Creative Uses of Descriptors" that says:
In many instances, players come up with creative uses for their characters' descriptors. This should be encouraged and, generally speaking, allowed freely so long as those uses don't spoil the game. So if a fire-using character wants to use a tiny amount of his flame blast power to light some candles, or the electrical-controlling character wants to use some of his power output to act as a living battery to jump-start a car, go for it. In the latter case you might want to call for a Technology skill check to make sure the character gets the terminals and the voltage right, but most of the time it's better to just let the trick go through and give the character a chance to shine.
Creative uses of descriptors with no real game effect are freebies: no extra effort or hero points needed. Situations where creative uses of descriptors have a significant game effect can be handled as power stunts: pick the effect that best suits the desired outcome and treat it as an Alternate Effect of the power the hero wants to use, with descriptors assigned as appropriate. If an electrical-controlling hero wants to use his power like a living defibrillator to save a heart-attack victim, for example, that can be a Healing power stunt. The hero uses extra effort (and possibly a hero point) and gets a one-shot use of Healing to stabilize the dying victim.
I think it's pretty clear here how that works.
Also, Thank you
@Briefvoice for explaining how the Power Stunt rules can be used in play, and the comment about how Power Stuntings need to be explainable within the narrative. That's the right approach.
Also, I know that the term "Array" is an artifact of M&M 2e, and doesn't actually exist in 3e as a term, but honestly, it's just a convenient way to talk about "struct I use to call Powers with Alternate Effects". Anyways.
Essentially, all Arrays need Descriptors and Themes. In Marked for Death, the most common Arrays are going to be surrounding Jutsu (naturally).
Let's suppose that all Jutsu are either Independent powers (or Advantages/skills/whatever), or they're part of an Array. Those that fall into the Array are typically going to be sharing some common Descriptors. These Descriptors will be things like "X Elemental Release Jutsu" or "Neutral Ninjutsu" or "Hyuuga Clan Gentle Fist Techniques" or even "Leaf Style Strong Fist Taijutsu Techniques".
This means that all Powers and Alternate Effects will share these Descriptors. And when you Power Stunt to gain a temporary Alternate Effect in that Array... that Power Stunt should share similar Descriptors that would allow the player to justify the Stunt.
For example, Noburi has a Water Release Jutsu array, in which he has Water Whip (single-target Blast, 2pp/rank) and Hozuki's Mantle (Continuous Ablative Impervious Force-Field, 2PP/rank). Perhaps Noburi is being swarmed by enemy ninja, and decides that he absolutely cannot take the time to attack them one by one. So, Noburi's player decides that he will make a Power Stunt on his Water Release Jutsu array, playing off his Water Whip and saying "Noburi's hands flicker through the Water Whip seals, sending a strand of water whipping about in a furious frenzy as he attempts to lash out at everyone and everything near him." Noburi's player declares this Power Stunt gives Noburi a Burst Area Damage (2 PP / rank), and he has enough points in his array to make that attack the same rank as his Water Whip.
Should Noburi later purchase this same power as a permanent Alternate Effect, he would be putting it in his Water Release Jutsu Array, and maybe name it "Water Release: Water Whip Frenzy!" or something.
Regardless, could you provide an example of where power stunting would make sense in MfD?
I just did in the Noburi Power Stunt example.
How is this different from simply buying it with XP? I think you're saying that:
Raise Stealth from 5 to 6 => spend 5 XP for 1 PP, spend the PP to raise Stealth to 6
Raise Perception from 8 to 9: spend 8 XP for 1 PP, spend the PP to raise Perception to 9
The extra step doesn't seem to add anything. (Also, note that MfD actually charges for the level you're moving TO instead of FROM meaning you pay 9 XP to raise Perception from 8 to 9. That's a quibble, though.)
Okay, so actually, 1 Skill Rank in M&M costs
half (1/2) a PP. So, 1 PP pays for 2 skill ranks.
But my point was to basically say (as I said earlier) that the extra step lets us make XP an exponential cost things, but let PP remain for ease of book-keeping and in-game play when we're dealing with things like Power Stunting, Weakens, Variables, and Inventing and all those other goodies.
It's just my way of keeping that artifact from the old MfD system without messing with M&M's game-play too much.
Hazou is fighting some dude throwing kunai. Keiko is down, having been heavily wounded. Because this is a bastard world, the kunai thrower decides that rather than attack Hazou, he's going to throw one at Keiko to make sure she dies.
Hazou does not have the Deflect power, so he uses Extra Effort on his Enhanced Fighting ability* to make it into Deflect. Unfortunately he did not see this one coming, so he has to make it Deflect pumped up with the Reaction extra so he can use it off-turn. That means he trades his Fighting (2/rank) for Reaction Deflect (4/rank) so he'll only be half as good... but better than nothing!
Dude, I love your example with Batman and your explanation, but...
Why the hell doesn't Hazou just stunt for Interpose? It would be much faster, and more certain to save Keiko. Only issue being that Hazou would essentially have to take the hit for Keiko and make a Toughness resist himself... but Hazou's more tanky than Keiko is, and would probably survive with little more than a Bruise (ie. -1 Penalty to Further Resistance Checks vs Damage - but I like the 2e Term of Bruised because it's a helluva lot shorter to write).
And if you Stunt off his
entire Fighting Ability, (and not
just his Parry Defense), he would also lose his Fighting score to any attacks he makes at Close Range, because the stunt would mean his Fighting would be 0 whenever he's got the Reaction Deflect AE active.