Mean Streets MAD
To make the game a little less….okay to save you from yourselves, I’ve decided we’re moving towards a mostly diceless method of play. The rules for diceless play are a work in progress, and as we use them and refine the mechanics I will update this page to reflect lessons learned and special rules.
Basic Diceless M&M
Each player draws a number of chips (Action Points) equal to the PL of the game. In our case this would be 8, as this is the technical PL of the game. During the course of play you will spend and earn chips. You can have more chips than your starting PL balance, but they do not carry over from one session to the next.
A Refresh is when you get a number of APs to take you to the PL of the game, or one more than you currently have if your total is equal to or in excess of the PL. In our case this would be up to 8.
During non-combat game time if you are called on to perform a skill check or make a Save you may opt to spend chips to enhance your result.
The base result for a skill check is 10 + Skill Total + Feat Bonuses + Other Bonuses = Result. This would be the same as ‘Taking 10’ instead of rolling a D20. Each chip you decide to spend adds +2 to the result.
The base result for a save is 10 + Save Bonus + Feat Bonuses + Other Bonuses = Result. Each chip you spend adds +2 to the result.
You may opt to ‘Buy Down’ your result to a Failure. Taking a Failure gets you 1 chip back. You can ‘Buy Down’ to a Critical Failure if the option exists (the GM will let you know). Taking a Critical Failure gets you 3 chips back. A Critical Failure will also come with some temporary hindrance or penalty.
When Do Chips Refresh
This is a good question. I am leaning towards chips refreshing at the beginning of a new scene, which might be hard to distinguish sometimes. Also, if we’re using tokens we should have FYIA tokens in play, so playing an FYIA token would get you a refresh. Playing a Hero Point would get the players a Refresh (perhaps the player spending the Hero Point inspires the others with a speech…)
If we’re using tokens, then we might as well have the plot tokens (Dealer Chips) in play. Spending one and calling for a scene change would end the current scene (which might be tricky) and call for a refresh.
If we’re using tokens, then we might as well have Gear Tokens in play. Spending one will give you 1 Action Point in return. This action point can be given to someone else to use, so long as you can get them the piece of gear the token represented.
Combat is a whole different animal. Things are fast and loose, and your heart is racing.
Initiative. When combat starts you determine initiative using a 10 + Initiative Bonus + Feat Bonuses + Other Bonuses = Result, and you may increase this result by spending APs. Each AP provides a +2 bonus to the result. You may buy up your Initiative on later rounds immediately following the Refresh but before the new turn begins. You may also opt to buy down your Initiative at this time, each -2 to your Initiative is worth 1 AP. Your new Initiative remains in effect until you change it again or the combat ends.
Attack. An attack result is equal to 10 + Attack Bonus + Feat Bonuses + Other Bonuses = Result. You may spend APs to increase this result. Each AP spent adds +2 to the result.
Damage. Any attack that hits does damage equal to 10 + Damage Bonus + Feat Bonuses + Other Bonuses = Result. You may spend APs to increase this result. Each AP spent adds +2 to the result. Damage to Mooks is handled a little differently. If you hit a Mook, it only costs one AP to take them out and this only applies if your base damage result does not exceed their KO value based on their toughness.
Saves. Any Save you are required to make is equal to 10 + Save Bonus + Feat Bonuses + Other Bonuses = Result. You may spend APs to increase this result. Each AP spent adds +2 to the result.
Skills. In combat, skill checks are resolved the same way they are in Non-Combat situations.
Take a Breath. You may skip your turn to gain 1 AP.
Healing and Recovery. Since the usual roll for these is a DC of 10, the mechanics are slightly different. To take the recovery costs 1 AP. If the required DC is higher than 10 + Con Bonus you may spend additional APs, each AP adds +2 to the result.
End of Turn Refresh. At the end of a combat turn everyone gets a Refresh.
Players may deficit spend. For each AP you spend that you don’t have one chip goes into the GMs Bonus pool. These chips are a straight bonus that the GM can spend for any rolls he wishes.
If a player deficit spends they get a Blot (A Black Rectangular Chip). Anytime you enter into a contest or make a roll against an NPC and you have a Blot the opposition can opt to remove your Blot to ensure you fail (you are not charged APs for the action). They can remove a second Blot (if you have a second) to give you a Critical Failure. When the opposition removes a Blot you are not awarded chips for the failure, but you are also not charged APs for the task that you tried and failed.
The GM may also deficit spend. Any AP the GM decides to spend beyond those in the GMs bonus pool are awarded to the player or the group (depending on who the roll was against).