DrakosDJ
May 6th, 2026, 21:09
Hello fellow M&M Players.
I am working on an extension to help iron out the way Area attacks flow in the system. Currently the system doesn't understand the Area attack framework. Unlike normal attacks which do an Attack/Resistance Save flow, Area Attacks do a double save workflow, Dodge to lower the damage save DC by half ranks, and then the Damage Resistance save for effect.
What I am proposing is the following system, it will require a special token added to the board named something like Epicenter (blast, area, template) which you target for your affect. This is the origin point for the area affect. For Radius or Explosive it automatically determines anything withing the area (default for M&M is 30 ft. but this is overridable) and target your effect on those targets. For Line and Cone, you target another actor an that becomes the direction the cone or line is focused on, for cones it is that target and everything in the cone centered on that target, for lines it is everything in the line from the epicenter to through the target.
To define a power it would look like:
Regular Fireball type effect: Fire Blast Area (+10)
Lightning Strike: Lightning Line (60 ft.) (+10 vs. Fortitude)
Psychic Explosion: Psi-Grenade Explosive (+12 vs. Will)
Power Surge: Power Surge Perception (10)
The only areas, it understands are Radius, Explosive, Cone, Line, Perception. You can precede any of these with the keyword Area but that is no needed, if only Area appears it defaults to Radius. The default radius of the effect can be overridden withe the radius followed by ft. inside or outside of the (). The number in the final () is just like any typical power it is the rank followed by a defense override if other than Toughness (Toughness is the default if no override is presented).
After targeting the Epicenter actor (which needs to be on the CT and the board) and the secondary direction target (if line or cone) you click the power to activate. It rolls the targets Dodge save, determines the save DC based on the result (pass 1/2 rank, fail full rank), then rolls the damage saves vs. the target save and applies the results in the CT.
So does this sound like anything people would be interested in?
I am working on an extension to help iron out the way Area attacks flow in the system. Currently the system doesn't understand the Area attack framework. Unlike normal attacks which do an Attack/Resistance Save flow, Area Attacks do a double save workflow, Dodge to lower the damage save DC by half ranks, and then the Damage Resistance save for effect.
What I am proposing is the following system, it will require a special token added to the board named something like Epicenter (blast, area, template) which you target for your affect. This is the origin point for the area affect. For Radius or Explosive it automatically determines anything withing the area (default for M&M is 30 ft. but this is overridable) and target your effect on those targets. For Line and Cone, you target another actor an that becomes the direction the cone or line is focused on, for cones it is that target and everything in the cone centered on that target, for lines it is everything in the line from the epicenter to through the target.
To define a power it would look like:
Regular Fireball type effect: Fire Blast Area (+10)
Lightning Strike: Lightning Line (60 ft.) (+10 vs. Fortitude)
Psychic Explosion: Psi-Grenade Explosive (+12 vs. Will)
Power Surge: Power Surge Perception (10)
The only areas, it understands are Radius, Explosive, Cone, Line, Perception. You can precede any of these with the keyword Area but that is no needed, if only Area appears it defaults to Radius. The default radius of the effect can be overridden withe the radius followed by ft. inside or outside of the (). The number in the final () is just like any typical power it is the rank followed by a defense override if other than Toughness (Toughness is the default if no override is presented).
After targeting the Epicenter actor (which needs to be on the CT and the board) and the secondary direction target (if line or cone) you click the power to activate. It rolls the targets Dodge save, determines the save DC based on the result (pass 1/2 rank, fail full rank), then rolls the damage saves vs. the target save and applies the results in the CT.
So does this sound like anything people would be interested in?