To make a close combat specialist, subtract 2 to 4 points from Dodge and Ranged Attack, then add the same number to Parry and Close Attack. Set the stats to PL, then start adjusting. If you want a challenge, add +1 or +2 to enemy PLs.Īll of the following stats start at Power Level:ĭodge and Parry, Close Attack and Ranged Attack, Damage and Toughness, Fortitude and Will. Members of a smaller group will be about the PCs' PL, and members of a larger group will be about two PL levels lower than the PCs. In general, a solo villain will be about two PL levels higher than the PCs. PL is just a shorthand way to describe character capabilities and shouldn't be assumed to be a perfect combat balancing tool. But anyway, the book suggests you don't need to do that for NPCs for your own game. That's probably there so their powers can be easily copied to PCs or so they can be easily figured up as sidekicks or minions (or player characters.) Or maybe because customers feel like they're getting ripped off if they don't see bulky complete stat blocks for everything? I don't really know. So I thought I'd take a shot at explaining the typical method.Įven though the book stats out NPCs with full stat blocks, that's actually not the intended method for GMs. ![]() In another thread, some people expressed difficulty with creating NPCs for Mutants & Masterminds 3e.
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