Mutants And Masterminds 3E Resources3/19/2021
Improved aim taken twice is a great way to maximize tradeoff damage.Its been a while since I posted, but I thought Id go through the FEATS section of the book with some thoughts.
First of all, feats are a great workaround for people who have limited their campaign to one power per character or something. For the record, Im talking about regular feats only- not power feats. As long as your character is not using perception powers, these are just awesome. Attack FocusAttack Specialization: There is also a power feat called power specialization, and therein lies the conundrum. You can spend 2 points for 1 attack, 1 point for 1 if its just melee or just ranged, 1 for 2 for 1 weapon, or you can specalize in a power for 2:1, but its a power feat. The difference here is that a power feat can be utilized as an alternate power. So you can take a 20 point power, and 1 point of alternate power gets you a 15 point power 5 power specialization feats if you need them. This is only really good if you focus on melee weapons as a means to bypass power level limits, and then its much cheaper than buying attack. Blind-Fight: This could be good I guess, great in games like DD, but i never really see it come up in MM. Partially because all the visual powers that pierce concealment, and all the perception powers. Chokehold Grappling FinesseImp GrappleImproved GrabImproved PinRanged Pin- Look, grappling is easy to break in MM, additional limbs, and enhanced strength can give you a nigh unbeatable grapple check. But then, with so many ways to break grapple: teleport, insubstantial, and just immunity to entrapment effects, I never see these really paying off. As long as you can nullify their ability to escape the grapple somehow these can be good. Dodge Focus: Half the price of defense. ![]() ![]() Favored OpponentCritical StrikeImproved Critical: Great power, as it allows you to crit people immune to crits. This with improved critical where you get a huge crit range swing and youre getting 5 to damage TNs. Sure you need favored opponent (which is only good as a precursor to critical strike), but if you build yourself to crit, this makes it worth it. Evasion: Who doesnt take this It makes reflex based powers useless. As a melee character, this is strong as it can boost your defense above power level limits, but any ranged character worth his salt has the precise shots (or perception powers), so just like taking impervious or persistent, its kind of a why bother power. Fast Overrun: Do people actually take this Favored EnvironmentSneak AttackRage: These things are all subject to power level limits, and situational. Sure if you can set them up theyd be cheaper than buying your power all the way up, but why bother Improved AimImproved BlockImproved Defense: These are actually very nice as they break power level limits.
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