Post by gamedave on Aug 8, 2010 12:24:38 GMT -5
The following are my tips for converting from M&M 2E to M&M 3E/DC Adventures:
ABILITIES
The following are straightforward conversions. Just use the bonus (rather than the score) of the equivalent 2E Ability. The points and bonuses remain exactly the same:
STRENGTH equals your old Strength bonus.
STAMINA equals your old Constitution bonus.
INTELLECT equals your old Intelligence bonus.
AWARENESS equals your old Wisdom bonus.
PRESENCE equals your old Charisma bonus.
The remaining 3E Abilities are a bit trickier, since they combine different aspects of 2E characters. However, using the following guidelines will give you a character of roughly equivalent capabilities with the exact same number of points spent.
AGILITY equals 1/2 of your old Dexterity bonus plus 1/2 of your old base Defense bonus.
DEXTERITY equals 1/2 of your old Dexterity bonus plus 1/2 of your old base Attack bonus.
FIGHTING equals 1/2 of your old Attack bonus plus 1/2 of your old Defense bonus.
If you had any fractions left over, add 1 to any one of the three above Abilities.
DEFENSES
DODGE equals your Agility.
PARRY equals your Fighting.
If you had ranks in the Dodge Focus feat, divide those ranks between DODGE and PARRY.
FORTITUDE equals your old Fortitude save.
WILL equals your old Will save.
TOUGHNESS equals your old Toughness save if you did not have any Equipment bonuses to Toughness. If you had any Equipment bonuses, remove those; you may have to redesign your character with a Device to use those bonuses.
Figure out how many points you had invested in your old Reflex save: it should be equal to your old Reflex save bonus minus your old Dexterity bonus. You now have that many bonus points to spend elsewhere.
SKILLS
Skills will take some juggling, since they are now twice as costly, but there are, overall, fewer of them. You will probably wind up with fewer total ranks (but remember, you also have some bonus points from not having to buy a Reflex save anymore). The following guidelines give your ranks in the relevant skills.
ACROBATICS equals 1/2 your old ranks in Acrobatics.
ATHLETICS equals 1/2 your old ranks in Climb plus 1/2 your old ranks in Swim.
CLOSE COMBAT equals your old Attack Specialization Feat bonus with the relevant melee attack. Note that the Close Combat Skill categories are often a bit broader than the Attack Specialization Feat specializations.
DECEPTION equals 1/2 your old ranks in Bluff plus 1/2 your old ranks in Disguise.
EXPERTISE equals 1/2 your old ranks in the relevant Knowledge and/or Profession. Handle Animal and Survival are now Expertise categories (so you get 1/2 your old ranks in those skills in an Expertise of the same name).
INSIGHT equals 1/2 your old ranks in Sense Motive.
INTIMIDATION equals 1/2 your old ranks in Intimidation.
INVESTIGATION equals 1/2 your old ranks in Investigation plus 1/2 your old ranks in Gather Information plus 1/4 your old ranks in Search.
PERCEPTION equals 1/2 your old ranks in Notice plus 1/4 your old Ranks in Search.
PERSUASION equals 1/2 your old ranks in Diplomacy.
RANGED COMBAT equals your old Attack Specialization Feat bonus with the relevant ranged attack. Note that the Ranged Combat Skill categories are often a bit broader than the Attack Specialization Feat specializations.
SLEIGHT OF HAND equals 1/2 your old Sleight of Hand ranks plus 1/2 of your old Escape Artist ranks.
STEALTH equals 1/2 of your old Stealth ranks.
TECHNOLOGY equals 1/2 of your old Computers ranks plus 1/2 of the total of all of your old Craft ranks plus 1/2 of your old Disable Device ranks. Techie characters are likely to have a lot of ranks in Technology; you may want to reassign some of these ranks to other skills, or convert them to Power Points on a 2 rank per Point basis. Remember, your total bonus with a skill (Ability + Ranks + Modifiers) cannot exceed twice the campaign Power Level.
TREATMENT equals 1/2 your old Medicine ranks.
VEHICLES equals 1/2 your old Driving ranks plus 1/2 your old Piloting ranks plus 1/2 your old Riding ranks.
The Languages skill is now covered by the Languages Advantage (see below). You have a number or Ranks in the Languages Advantage equal to 1/4 your old Language Skill Ranks.
The Perform skill has no direct equivalent. You can take an Expertise of the same name (at 1/2 the ranks, as usual), but this covers knowledge and theory more than actual performance. You may want to put a number of ranks equal to 1/2 your old Perform ranks into a similar skill (Deception for Perform: Acting, Acrobatics for Perform: Dance, Persuasion for many other Perform skills, etc.).
ADVANTAGES
Many of the Advantages in 3E/DC Adventures are identical (or nearly so) to 2E Feats. For those that are renamed or significantly different, consult the table below. Even many Advantages that have the same name and work very similarly to the old Feats may have significant changes. If you don't see your old feat listed below, that indicates that an Advantage of the same name exists, but you should still examine it carefully to see how it has changed. If your 2E Feat no longer has a 3E equivalent, you gain back any points you invested in it to spend elsewhere.
[/tr][tr][td]Agile Feint[/td][td]Acrobatic Feint[/td][/tr][tr][td]Close Attack[/td][td]Attack Focus: Melee[/td][/tr][tr][td]Daze[/td][td]Distract[/td][/tr][tr][td]Extraordinary Effort[/td][td]-[/td][/tr][tr][td]Fast Grab[/td][td]Improved Grab[/td][/tr][tr][tr][td]Favored Foe[/td][td]Favored Opponent[/td][/tr][tr][td]Grabbing Finesse[/td][td]Grappling Finesse[/td][/tr][tr][td]Great Endurance[/td][td]Endurance[/td][/tr][tr][td]Improved Defense[/td][td]Improved Block, Improved Defense[/td][/tr][tr][td]Improved Grab[/td][td]Improved Grapple[/td][/tr][tr][td]Improved Hold[/td][td]Improved Pin[/td][/tr][tr][td]Improved Smash[/td][td]Improved Sunder[/td][/tr][tr][td]Improvised Weapon[/td][td]-[/td][/tr][tr][td]Languages[/td][td]See "Skills"[/td][/tr][tr][td]Move-By Attack[/td][td]Move-By Action[/td][/tr][tr][td]Precise Attack: Close[/td][td]Blind-Fight[/td][/tr][tr][td]Precise Attack: Ranged[/td][td]Precise Shot[/td][/tr][tr][td]Ranged Attack[/td][td]Attack Focus: Ranged[/td][/tr][tr][td]Takedown[/td][td]Takedown Attack[/td][/tr][tr][td]Feature (Power)[/td][td]Ambidexterity[/td][/tr][tr][td]-[/td][td]Critical Strike[/td][/tr][tr][td]See "Defenses"[/td][td]Dodge Focus[/td][/tr][tr][td]-[/td][td]Elusive Target[/td][/tr][tr][td]Feature (Power)[/td][td]Environmental Adaptation[/td][/tr][tr][td]-[/td][td]Fast Overrun[/td][/tr][tr][td]-[/td][td]Fearsome Presence[/td][/tr][tr][td]-[/td][td]Improved Overrun[/td][/tr][tr][td]-[/td][td]Improved Throw[/td][/tr][tr][td]-[/td][td]Master Plan[/td][/tr][tr][td]Feature (Power)[/td][td]Quick Change[/td][/tr][tr][td]-[/td][td]Rage[/td][/tr][tr][td]-[/td][td]Ranged Pin[/td][/tr][tr][td]-[/td][td]Sneak Attack[/td][/tr][tr][td]Damage Power Extra[/td][td]Stunning Attack[/td][/tr][/table]
ABILITIES
The following are straightforward conversions. Just use the bonus (rather than the score) of the equivalent 2E Ability. The points and bonuses remain exactly the same:
STRENGTH equals your old Strength bonus.
STAMINA equals your old Constitution bonus.
INTELLECT equals your old Intelligence bonus.
AWARENESS equals your old Wisdom bonus.
PRESENCE equals your old Charisma bonus.
The remaining 3E Abilities are a bit trickier, since they combine different aspects of 2E characters. However, using the following guidelines will give you a character of roughly equivalent capabilities with the exact same number of points spent.
AGILITY equals 1/2 of your old Dexterity bonus plus 1/2 of your old base Defense bonus.
DEXTERITY equals 1/2 of your old Dexterity bonus plus 1/2 of your old base Attack bonus.
FIGHTING equals 1/2 of your old Attack bonus plus 1/2 of your old Defense bonus.
If you had any fractions left over, add 1 to any one of the three above Abilities.
DEFENSES
DODGE equals your Agility.
PARRY equals your Fighting.
If you had ranks in the Dodge Focus feat, divide those ranks between DODGE and PARRY.
FORTITUDE equals your old Fortitude save.
WILL equals your old Will save.
TOUGHNESS equals your old Toughness save if you did not have any Equipment bonuses to Toughness. If you had any Equipment bonuses, remove those; you may have to redesign your character with a Device to use those bonuses.
Figure out how many points you had invested in your old Reflex save: it should be equal to your old Reflex save bonus minus your old Dexterity bonus. You now have that many bonus points to spend elsewhere.
SKILLS
Skills will take some juggling, since they are now twice as costly, but there are, overall, fewer of them. You will probably wind up with fewer total ranks (but remember, you also have some bonus points from not having to buy a Reflex save anymore). The following guidelines give your ranks in the relevant skills.
ACROBATICS equals 1/2 your old ranks in Acrobatics.
ATHLETICS equals 1/2 your old ranks in Climb plus 1/2 your old ranks in Swim.
CLOSE COMBAT equals your old Attack Specialization Feat bonus with the relevant melee attack. Note that the Close Combat Skill categories are often a bit broader than the Attack Specialization Feat specializations.
DECEPTION equals 1/2 your old ranks in Bluff plus 1/2 your old ranks in Disguise.
EXPERTISE equals 1/2 your old ranks in the relevant Knowledge and/or Profession. Handle Animal and Survival are now Expertise categories (so you get 1/2 your old ranks in those skills in an Expertise of the same name).
INSIGHT equals 1/2 your old ranks in Sense Motive.
INTIMIDATION equals 1/2 your old ranks in Intimidation.
INVESTIGATION equals 1/2 your old ranks in Investigation plus 1/2 your old ranks in Gather Information plus 1/4 your old ranks in Search.
PERCEPTION equals 1/2 your old ranks in Notice plus 1/4 your old Ranks in Search.
PERSUASION equals 1/2 your old ranks in Diplomacy.
RANGED COMBAT equals your old Attack Specialization Feat bonus with the relevant ranged attack. Note that the Ranged Combat Skill categories are often a bit broader than the Attack Specialization Feat specializations.
SLEIGHT OF HAND equals 1/2 your old Sleight of Hand ranks plus 1/2 of your old Escape Artist ranks.
STEALTH equals 1/2 of your old Stealth ranks.
TECHNOLOGY equals 1/2 of your old Computers ranks plus 1/2 of the total of all of your old Craft ranks plus 1/2 of your old Disable Device ranks. Techie characters are likely to have a lot of ranks in Technology; you may want to reassign some of these ranks to other skills, or convert them to Power Points on a 2 rank per Point basis. Remember, your total bonus with a skill (Ability + Ranks + Modifiers) cannot exceed twice the campaign Power Level.
TREATMENT equals 1/2 your old Medicine ranks.
VEHICLES equals 1/2 your old Driving ranks plus 1/2 your old Piloting ranks plus 1/2 your old Riding ranks.
The Languages skill is now covered by the Languages Advantage (see below). You have a number or Ranks in the Languages Advantage equal to 1/4 your old Language Skill Ranks.
The Perform skill has no direct equivalent. You can take an Expertise of the same name (at 1/2 the ranks, as usual), but this covers knowledge and theory more than actual performance. You may want to put a number of ranks equal to 1/2 your old Perform ranks into a similar skill (Deception for Perform: Acting, Acrobatics for Perform: Dance, Persuasion for many other Perform skills, etc.).
ADVANTAGES
Many of the Advantages in 3E/DC Adventures are identical (or nearly so) to 2E Feats. For those that are renamed or significantly different, consult the table below. Even many Advantages that have the same name and work very similarly to the old Feats may have significant changes. If you don't see your old feat listed below, that indicates that an Advantage of the same name exists, but you should still examine it carefully to see how it has changed. If your 2E Feat no longer has a 3E equivalent, you gain back any points you invested in it to spend elsewhere.
3E Advantage | 2E Feat |