Mutants and masterminds feats 3rd
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As useful, and necessary, as this option is it definitely requires some cooperation between GM and player.
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I'm not bringing it up to discuss the examples given in the book however as I said this advantage is meant to allow the player to create an advantage not otherwise covered by the rest of the advantages in the game indeed several people who've joined in the discussion thus far have brought up customized uses of benefit. Benefit is meant to give some mechanical benefit in the game world, like extra money, a harder to dig up history, security clearance or status with a group, etc. The advantage for everything else the other advantages didn't cover.Jury-rigging's already a thing if a player is really in a desperate time crunch and that comes with the reasonable cost of valuable hero points. Proposed Changes: Put in a clause that quickness does not work with these advantages if there isn't one already (I could've sworn I'd read something about this but I can't find it again).If you take quickness out of the equation these advantages reward thinking ahead and careful planning on the player's part, and when the player with these advantages cooperates with a GM this can create some amazing scenes that made things a lot more fun than they could have been without them. Now I spent a good bit of time talking about the potential havoc these advantages can have on the game but in truth I like these advantages a lot. Said in-game time takes hours but many players attempt to circumvent this with quickness, thus time stops being a factor and the only factor is "what is this player's take 10 result?" Think about this any power effect the player wants at any time for the cost of one advantage, a 1 point per rank power, and some ranks in a skill, if that doesn't make any GM's out there shudder even a little bit have fun with the next player who slips this combo by you snapping your game in half over their ritually crafted/invented knee. Any GM with sufficient experience or knowledge that sees these advantages on a character should have their finger hovering over the red-alert button and if they see quickness on the same character sheet they should jam that button into the console! These three advantages let a player with technology (for inventor) or expertise: magic (for artificer & ritualist) basically replicate any power effect they want as long as they have sufficient in-game time and the skill ranks in the respective skills.I'm not going to go over every single advantage in this game, just the ones that merit discussion or revision in my humble opinion. That doesn't mean there aren't some that deserve discussion or possibly revision though so let's break them down. Me personally, I don't have a long speech to make about advantages taken as a group I think advantages work quite well as intended. I'm back and ready to jump back into this! We've got abilities and skills discussed with plenty of good ideas, so let's move to the next item Advantages!Īdvantages are this system's take on feats (and if I recall correctly, they were called feats back in 2nd ed.), which help expand on a character's capabilities without investing in powers.