Mutants and Masterminds in 3d6

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RainOnTheSun
Posts: 200
Joined: Wed May 03, 2017 7:20 am

Mutants and Masterminds in 3d6

Post by RainOnTheSun » Tue May 09, 2017 9:11 am

Hello!

Well, uh, like the subject says. Has anyone tried it? Good experiences? Bad ones?

I really like this system, but sometimes the unreliability of the d20 annoys me. I'm thinking of trying the variant the next time I run something. I know I'd need to change the way rerolling with hero points works, and non-cumulative afflictions wouldn't see much use, but those seem like manageable tradeoffs.

FuzzyBoots
Posts: 395
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: Mutants and Masterminds in 3d6

Post by FuzzyBoots » Tue May 09, 2017 10:15 am

There was a thread on one of the prior boards. The primary issue is crit ranges, but if you assume that 16-18 is a crit, the probabilities work out pretty nicely. Hero Points are an interesting case, but I'd probably say to simply assume 6+2d6. The probability curves are similar. DCs don't really have to change much because the base DC is 10, with a 55% chance of hitting it with no bonus and 1d20 and 62.5% with 3d6. It's just those extreme ranges you have to worry about. Combat will involve more attrition with the chance of wounding someone of equal PL being 56.71% with each attack versus 1d20's 38.5%.

RainOnTheSun
Posts: 200
Joined: Wed May 03, 2017 7:20 am

Re: Mutants and Masterminds in 3d6

Post by RainOnTheSun » Wed May 10, 2017 11:12 am

Thanks for the site. It looks useful. I'm pretty sure attrition is what I want, at least for major setpiece battles. It's annoying when a lucky crit and a botched save end a fight right away, but it's disappointing when a player gets a good attack roll and then it doesn't do anything at all. I've been experimenting with Protection ranks with the Fades flaw, too. I think second edition called it Ablative.

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