Mutants and Masterminds: What's the point of superskill?

Archived from groups: rec.games.frp.super-heroes (More info?)

rgormannospam@telusplanet.net (David Johnston) wrote in message news:<40934e93.14238519@news.telusplanet.net>...
> Why not just get skill?


Level limits on skill levels. Super skill lets you go beyond them to
2xlevel. (I think)
 
Archived from groups: rec.games.frp.super-heroes (More info?)

In article <40934e93.14238519@news.telusplanet.net>,
David Johnston <rgormannospam@telusplanet.net> wrote:
>Why not just get skill?

You only get Superskill if you're maxed out on regular skill but want
more. Remember, you can only have Power Level plus three ranks in any
skill. Superskill lets you grab another number of ranks up to your Power
Level. Of course, while some campaigns will have skills cost 1/2 or 1/3 of a
point per rank, Superskill should stay 1/1, to represent how hard it is to
exceed human ability.

One recommended house rule that applies to Superskill regards putting
Flaws on 1 point per rank powers. Every flaw beyond what's needed to reduce
to 1 point per rank drops the total cost by one. So if you take some
Acrobatics via a supersuit as Superskill, you could get +4 for 3 points.

Dave Van Domelen, notes there's a LOT of exploits in the point system,
and skills tend to be overcosted, but the game as a whole works reasonably
well.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Sat, 01 May 2004 08:04:42 GMT, rgormannospam@telusplanet.net (David
Johnston) wrote:

>Why not just get skill?

Because you can exceed the PL cap with Superskill. You can also do
that by buying a super attribute, but if all you want is one really
high skill, Superskill is cheaper.

The reason to make the distinction is that powers are treated
differently from skills under some some situations; they're a bit more
brittle.