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  • Tactical Combat

    I'm running MnM for a group who normally play D&D and Pathfinder. They like tactical combat with miniature and opportunity attacks. Does anyone have experience or guidance doing this with MnM?

    I was looking over my old copy of MnM 1e; it has 5ft square movement as part of the rule set.

  • #2
    Re: Tactical Combat

    2E's Mastermind Manual has a section on tactical combat complete with Attacks of Opportunity. I want to say Warriors and Warlocks replicated parts of it since they knew some of the people picking it up would be coming from D&D. I have no idea how well-balanced it turned out.
    [url=http://roninarmy.com/threads/996]My Builds[/url]

    [b]Current games:[/b]
    [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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    • #3
      Re: Tactical Combat

      It's entirely possible to do attacks of opportunity and grid movement in M&M3 BUT it breaks down a lot when you have people who can run or fly or leap 500 feet per round. Even if you play online, a battle map that can hold that much detail would be enormous. Unless you are playing in a low power or movement restricted game battle maps become meaningless in M&M3 fairly often.

      I'm not saying don't do it. I'm just giving a warning about a common pitfall.

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      • #4
        Re: Tactical Combat

        Originally posted by jmucchiello View Post
        I'm not saying don't do it. I'm just giving a warning about a common pitfall.
        Thanks for all the imput, and I agree that movement is the greatest challange. I think I'll make the movement power for like 1e edition to make it work.

        MOVEMENT: Character's base ground tactical speed is 30ft, speed increases this by 5ft per rank. Other movement powers grant 5ft tactical movement per rank. As a Move action players can move their tactical speed, as a full action that can move double that. Also a full action a character can Sprint 120ft ( or full speed based on power) but are Vulnerable (halving their active defenses).

        I'll see how it goes.

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        • #5
          Re: Tactical Combat

          I use the map and the rules from 2e masterminds manual for movement. I have been running a campaign for over ten years and it all goes fine. The grand movement powers are not really an issue unless all the players have them. Flash has to come back to where everyone is to punch someone. YMMV. I also use hit points. Sort of the Masterminds Manual version, but with my own fixes. You can find it on these boards or let me know and I will hook you up with a PDF of my house rules.
          [url=http://www.atomicthinktank.com/viewtopic.php?f=14&t=40867]Cinder's 3e to 2e Conversion Thread[/url]

          [url=http://roninarmy.com/threads/5106]Cinder's Fábrica de Heróis Thread[/url]

          [url=roninarmy.com/threads/832]Cinder's Marvel Ultimate Sourcebook Thread[/url]

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          • #6
            Re: Tactical Combat

            Hey Digitalronin!

            In my games we use a few tactical rules, either homebrew or taken from the M&M 2e Mastermind's Manual:
            · Flanking: when two opponents team-up on a single target, the twin attackers get a +2 circumstance bonus to attack
            · Initiative is Tick-based
            · Hi-Speed targets add their Speed rank to their defensive rank
            [URL="http://roninarmy.com/threads/1243-My-Dream-House"]My Dream House[/URL]

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            • #7
              Re: Tactical Combat

              Originally posted by Cinder View Post
              I use the map and the rules from 2e masterminds manual for movement. I have been running a campaign for over ten years and it all goes fine. The grand movement powers are not really an issue unless all the players have them. Flash has to come back to where everyone is to punch someone. YMMV. I also use hit points. Sort of the Masterminds Manual version, but with my own fixes. You can find it on these boards or let me know and I will hook you up with a PDF of my house rules.
              Hey Cinder that sounds great. Can I get your house rules PDF?

              Thanks

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              • #8
                Re: Tactical Combat

                Most definitely. I'll share it here. Probably be this weekend.
                [url=http://www.atomicthinktank.com/viewtopic.php?f=14&t=40867]Cinder's 3e to 2e Conversion Thread[/url]

                [url=http://roninarmy.com/threads/5106]Cinder's Fábrica de Heróis Thread[/url]

                [url=roninarmy.com/threads/832]Cinder's Marvel Ultimate Sourcebook Thread[/url]

                Comment


                • #9
                  Re: Tactical Combat

                  Here are my house rules. I run a sort of a 2.5 with 3e affliction, tactical movement and hit points. What makes my version of HP superior (IMO) is the retention of the toughness save. If you fail, you take hp damage. When I started using this we calculated damage as in the mastermind manual. That is: an attack with a+0 and below did one point of damage, +1 damage bonus did 1d4 hit points of damage, +2 = 1d6, +3 = 1d8, and +4 or higher equals a number of d6s equal to the attack’s bonus, minus 2. This was an unnecessary complication. Now it is just rank one equals 1d6, rank two equals 2d6, etc. Zero and less still does one point.

                  I intend to change regeneration too. It seems silly to have healing and regeneration. When my new campaign starts, I will fold these powers together, just making regeneration an option of healing with the action bought up and a static number (likely 3 per level) rather than a d6.

                  Also, I have not play tested the advanced hit die feat and just give everyone 1d10. That was something I was playing with for my new campaign. Not sure if i'll keep it. If you use it, I'd love some feedback.

                  Thanks,

                  Cinder
                  [url=http://www.atomicthinktank.com/viewtopic.php?f=14&t=40867]Cinder's 3e to 2e Conversion Thread[/url]

                  [url=http://roninarmy.com/threads/5106]Cinder's Fábrica de Heróis Thread[/url]

                  [url=roninarmy.com/threads/832]Cinder's Marvel Ultimate Sourcebook Thread[/url]

                  Comment


                  • #10
                    Re: Tactical Combat

                    Originally posted by Cinder View Post
                    Here are my house rules. I run a sort of a 2.5 with 3e affliction, tactical movement and hit points. What makes my version of HP superior (IMO) is the retention of the toughness save. If you fail, you take hp damage. When I started using this we calculated damage as in the mastermind manual. That is: an attack with a+0 and below did one point of damage, +1 damage bonus did 1d4 hit points of damage, +2 = 1d6, +3 = 1d8, and +4 or higher equals a number of d6s equal to the attack’s bonus, minus 2. This was an unnecessary complication. Now it is just rank one equals 1d6, rank two equals 2d6, etc. Zero and less still does one point.

                    I intend to change regeneration too. It seems silly to have healing and regeneration. When my new campaign starts, I will fold these powers together, just making regeneration an option of healing with the action bought up and a static number (likely 3 per level) rather than a d6.

                    Also, I have not play tested the advanced hit die feat and just give everyone 1d10. That was something I was playing with for my new campaign. Not sure if i'll keep it. If you use it, I'd love some feedback.

                    Thanks,

                    Cinder

                    Looks very cool. I'm going to spend some time going over this. Thanks for sharing it.

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