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DKeith2011 wrote:You just ran into one of the flaws in the M&M system. The lack of ways to boost the damage of ranged attacks.
Melee attacks get your strength mod, but ranged attacks get squat.



Ryan_Singer wrote:I've been thinking about the mighty extra alot recently. As most of you know, I run a MnM fantasy game online and am looking to start a tabletop one in the bay area. A real issue I have found is that a bow with the mighty extra and a 20STR can do 6L before the character hits PL2, while an eldritch blast, or a fireball can only do up to 1L. A option I am considering is to have a "eldritch power" extra that can be applied to damaging ranged effects that allows the caster to add his INT mod to damage. What do you guys think?

BruteForce wrote:DKeith2011 wrote:You just ran into one of the flaws in the M&M system. The lack of ways to boost the damage of ranged attacks.
Melee attacks get your strength mod, but ranged attacks get squat.
Actually, I'm not sure this is a "flaw" of the system. From a game-balance point of view, it's nice because it gives a reason to take a power like Strike over one like Energy Blast (in fact, Strike with the Range extra is identical to Energy Blast with a "Mighty" extra like the ones being discussed here, right down to point cost). Ranged attacks have a fundamental advantage over melee attacks anyway: You're not close enough for them to hit you back (unless they've also got a ranged attack, but in that case, you're still both on a level playing field). It's only fair that melee attacks get some sort of boost.
Besides, this pretty much mirrors real life: If you hit someone, how damaging the blow is will partially depend on your strength, along with factors like the weapon you're using (if any), your skill at using the weapon, and sheer luck; If you shoot someone, all the same variables apply, except your strength -- pulling the trigger harder doesn't make the bullet any more damaging. Of course, there are thrown weapons and the composite bows that were obviously the inspiration for the Mighty extra in the first place, but that's why the extra is there.
Getting back to the original topic, I like the idea of being able to add your Intelligence modifer to spell damage, for the reasons already mentioned: Not only does it make sense, it makes Intelligence worthwhile again (for some characters, anyway). So no, I don't have a problem with it.


DKeith2011 wrote:BruteForce wrote:DKeith2011 wrote:You just ran into one of the flaws in the M&M system. The lack of ways to boost the damage of ranged attacks.
Melee attacks get your strength mod, but ranged attacks get squat.
Actually, I'm not sure this is a "flaw" of the system. From a game-balance point of view, it's nice because it gives a reason to take a power like Strike over one like Energy Blast (in fact, Strike with the Range extra is identical to Energy Blast with a "Mighty" extra like the ones being discussed here, right down to point cost). Ranged attacks have a fundamental advantage over melee attacks anyway: You're not close enough for them to hit you back (unless they've also got a ranged attack, but in that case, you're still both on a level playing field). It's only fair that melee attacks get some sort of boost.
Besides, this pretty much mirrors real life: If you hit someone, how damaging the blow is will partially depend on your strength, along with factors like the weapon you're using (if any), your skill at using the weapon, and sheer luck; If you shoot someone, all the same variables apply, except your strength -- pulling the trigger harder doesn't make the bullet any more damaging. Of course, there are thrown weapons and the composite bows that were obviously the inspiration for the Mighty extra in the first place, but that's why the extra is there.
Getting back to the original topic, I like the idea of being able to add your Intelligence modifer to spell damage, for the reasons already mentioned: Not only does it make sense, it makes Intelligence worthwhile again (for some characters, anyway). So no, I don't have a problem with it.
We may just had different experiences. My group ran into the problem of not being able to damage a target with any of their ranged attack abilities, primarily because of the lack of ways to boost the damage total.
We settled on the Con/Wis mods simply as a means to patch a problem and to keep the logic of the system intact.

slaughterj wrote:By doing what you are doing, you actually are messing with the balance of the system. HtH attacks get the STR damage, but in turn, lack the ranged ability with the attack, that's a tremendous, yet balancing tradeoff. To give ranged attackers the enhanced damage bonus and the ability to hit at range effectively severely penalizes the HtH combatants.

Simon_Hibbs wrote:Having said that, I'm not so sure I like the idea of just copying the Mighty add and powering it off INT. The way M&M does things, magicians should be dangerous due to their flexibility, the range of effects and powers they command, and the clever ways they use them.


Simon_Hibbs wrote:slaughterj wrote:By doing what you are doing, you actually are messing with the balance of the system. HtH attacks get the STR damage, but in turn, lack the ranged ability with the attack, that's a tremendous, yet balancing tradeoff. To give ranged attackers the enhanced damage bonus and the ability to hit at range effectively severely penalizes the HtH combatants.
Surely this, and the other comments on the same lines, are missing the point.
Simon_Hibbs wrote: The poster is comparing two ranged attacks, not a ranged attack to a melee attack.



Anthony wrote:How about fixing the problem by simply eliminating the Mighty extra? RL bows don't do more damage if wielded by a stronger person, it's just that a stronger person can wield a more powerful bow.


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