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M&M 3rd ed. Changing cost for specificc skills

nosdaddy

Active member
I was wondering if it was possible to use the editor to make some skills cost more than others? I'd like to have most skills cost 4/pp but combat sills cost 2/pp.
 
You might be able to do it via the Eval scripts so that the player gets power points added for given skills, but I think that to get the correct skill allocation of 4/pp, you'd have to override every skill.

It's probably going to be easier to ask Colen to pretty-please add it as an option next time just like he did for variant skill costs in 2E.
 
At first, I read your post as wanting to cost the skills at 4pp per rank, not 4 ranks per pp. :)

What you can do is to make a new Advantage, perhaps, that adds +4 to a given skill, and make one for each skill? Then you could buy the 'skills' through the advantages panel? Would that work?
 
that could work, but I'd rather have the combat skills be the one-offs, as opposed to having to do it for all the other skills, so having skills normally cost 1/4 pp, but combat skills costing 1/2, as I feel this maintains better combat balance. I just feel that skills based characters get left out in the cold a bit in the new edition.
 
I just realized that using the 2e Attack Specialization feat modified might do the trick, just not sure how to go about porting that over, as I don't know this scripting language. It would be nice to be able to select the attack it affects, and also to have one for melee or ranged.
 
Seriously, the Skills Cost House Rule options in the M&M3 data set were just ported over from M&M2, and with the way Combat Skills work in 3rd Edition they are basically useless. Changing them all over to not affecting Close Combat and Ranged Combat would make them useful again.
 
Seriously, the Skills Cost House Rule options in the M&M3 data set were just ported over from M&M2, and with the way Combat Skills work in 3rd Edition they are basically useless. Changing them all over to not affecting Close Combat and Ranged Combat would make them useful again.

The other option you have to keep from having to change the rules is to house-rule lower difficulty classes for base skill checks. For example, where you might normally assign a DC of '10' to a task, change that to a '5'. Means you don't have to change the character building at all. :)
 
Actually, you should be able to do this now! Add the following eval script to a skill at priority Traits / 20000, for example:

Code:
field[PPCost].value = field[PPCost].value / 2

That halves the PP Cost of the skill. Or you could double it, or add to it, or do whatever else you like.
 
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