Post by Finarvyn on May 11, 2013 9:54:45 GMT -6
I'm not sure if I've discovered this before or not, but I was tinkering with the Fighting Capability tables for M&M this AM and found something interesting. What it does is mix together some ideas about the FC and the "alternate" combat system.
First, consider AC and AAC (ascending AC) and versus the "to hit" number from M&M p.19:
AC, AAC, Hit Number
9, 10, 10
8, 11, 11
7, 12, 12
6, 13, 13
5, 14, 14
4, 15, 15
3, 16, 16
2, 17, 17
Nothing earth-shattering so far. Just the observation that you can use the AAC number as the "to hit" number for 1st level characters.
Now, "Fighting Capability" has two entries for many characters: the "XX men" entry for fighting mook monsters (1 HD or less) and the entry (Hero, Superhero, Wizard) for fighting supernatural baddies of greater than 1 HD. I'd like to ignore the first one for a moment, as it has various interpretations and would derail my main point. Let's focus instead on the second entry.
The combat matrix of p.19 indicates the following:
Fighter 1-3 needs a 10 to hit AAC 10; e.g. +0 to hit
Fighter 4-6 needs an 8 to hit AAC 10; e.g. +2 to hit
Fighter 7-8 needs a 5 to hit AAC 10; e.g. +5 to hit
Cleric 1-4 needs a 10 to hit AAC 10; e.g. +0 to hit
Cleric 5-8 needs an 8 to hit AAC 10; e.g. +2 to hit
Cleric 9-12 needs a 5 to hit AAC 10; e.g. +5 to hit
Magic-user 1-5 needs a 10 to hit AAC 10; e.g. +0 to hit
Magic-user 6-10 needs an 8 to hit AAC 10; e.g. +2 to hit
Magic-user 11-15 needs a 5 to hit AAC 10; e.g. +5 to hit
and so on.
To summorize the above, a flunky would be at +0 while a Hero (Fighter 4-6) would be at +2 and a Super Hero (Fighter 7-9) would be at +5. A Wizard (MU level 11) would appear to have the same +5 to hit as does the Super Hero.
Now apply this to the FC charts.
Figher = FC = math = to-hit
Veteran = none = none = cannot hit
Warror = none = none = cannot hit
Swordsman = Hero-1 = 2 - 1 = +1 to hit
Hero = Hero = 2 = +2 to hit
Swashbuckler = Hero+1 = 2 + 1 = +3 to hit
Myrmadon = Hero+1 = 2 + 1 = +3 to hit
Champion = Superhero-1 = 5 - 1 = +4 to hit
Super Hero = Superhero = 5 = +5 to hit
Lord = Superhero+1 = 5 + 1 = +6 to hit
I highlighted the interesting part in red. The fact that the transition from Hero+1 to Superhero-1 is so smooth is a really neat pattern.
What do you think? As I mentioned earlier, it seemed really new and significant to me somehow, but maybe it's just common knowledge that I've misplaced somehow.
First, consider AC and AAC (ascending AC) and versus the "to hit" number from M&M p.19:
AC, AAC, Hit Number
9, 10, 10
8, 11, 11
7, 12, 12
6, 13, 13
5, 14, 14
4, 15, 15
3, 16, 16
2, 17, 17
Nothing earth-shattering so far. Just the observation that you can use the AAC number as the "to hit" number for 1st level characters.
Now, "Fighting Capability" has two entries for many characters: the "XX men" entry for fighting mook monsters (1 HD or less) and the entry (Hero, Superhero, Wizard) for fighting supernatural baddies of greater than 1 HD. I'd like to ignore the first one for a moment, as it has various interpretations and would derail my main point. Let's focus instead on the second entry.
The combat matrix of p.19 indicates the following:
Fighter 1-3 needs a 10 to hit AAC 10; e.g. +0 to hit
Fighter 4-6 needs an 8 to hit AAC 10; e.g. +2 to hit
Fighter 7-8 needs a 5 to hit AAC 10; e.g. +5 to hit
Cleric 1-4 needs a 10 to hit AAC 10; e.g. +0 to hit
Cleric 5-8 needs an 8 to hit AAC 10; e.g. +2 to hit
Cleric 9-12 needs a 5 to hit AAC 10; e.g. +5 to hit
Magic-user 1-5 needs a 10 to hit AAC 10; e.g. +0 to hit
Magic-user 6-10 needs an 8 to hit AAC 10; e.g. +2 to hit
Magic-user 11-15 needs a 5 to hit AAC 10; e.g. +5 to hit
and so on.
To summorize the above, a flunky would be at +0 while a Hero (Fighter 4-6) would be at +2 and a Super Hero (Fighter 7-9) would be at +5. A Wizard (MU level 11) would appear to have the same +5 to hit as does the Super Hero.
Now apply this to the FC charts.
Figher = FC = math = to-hit
Veteran = none = none = cannot hit
Warror = none = none = cannot hit
Swordsman = Hero-1 = 2 - 1 = +1 to hit
Hero = Hero = 2 = +2 to hit
Swashbuckler = Hero+1 = 2 + 1 = +3 to hit
Myrmadon = Hero+1 = 2 + 1 = +3 to hit
Champion = Superhero-1 = 5 - 1 = +4 to hit
Super Hero = Superhero = 5 = +5 to hit
Lord = Superhero+1 = 5 + 1 = +6 to hit
I highlighted the interesting part in red. The fact that the transition from Hero+1 to Superhero-1 is so smooth is a really neat pattern.
What do you think? As I mentioned earlier, it seemed really new and significant to me somehow, but maybe it's just common knowledge that I've misplaced somehow.