DeviousHearts
CREATOR
13 days ago

Project Update: BETA RELEASE IS IN!!!

The Official Mutants & Masterminds System Beta v13

Version 0.2.0

Progress Log/Release Notes

Bugs Fixed
  • Increased Range Extra made Power sheets with Power Effects with Ranged range not render properly. 
  • Book Source Data was not stored for items dropped from a Compendium
  • Duplicating/Drag-dropping items would retain the stored Identifier
  • Power Effects contained by Powers in the Powers Compendium had stored Identifiers
  • Advantages in the Compendium were missing their Identifiers
  • Transform Power Effect's options increased rank instead of cost
  • Movement Power Effect were not enabling movement or increasing rank
  • In Edit Mode, clicking into a Defense's area in the Character sheet - Main Stats tab rolled it, which it should not do.
  • Subtle Extra had its options increase the cost instead of granting a rank
  • Modifiers with flat and flatPerRank costs could scale with their effect's rank
  • Under Damage, Bruises (Non-Lethal) and Injuries (Lethal) were not summed up
  • Penalties to rolls were displayed as positive values
  • Attack chat cards displayed the wrong DC value
  • Advantage item sheets displayed a duplicate Identifier input
  • Outcomes could not be manually created
  • Speed Power Effect cost 2PP instead of 1PP per rank
  • Damage did not reduce subsequent Toughness checks
  • Modifiers' Book Source data could not be entered
  • Roll Table results were not rendered
  • DC for Active Defenses was not calculated properly
  • Ranged action area templates were locked at distance
  • Character Actions did not reset after each turn/round/encounter
  • Combat Advantages like Accurate Attack did not increase the number of checkboxes in the combat tab
  • Impervious cost/rank was limited by power effect rank
  • Device Containers calculated their cost reduction incorrectly (see Notes below)
  • Critical Success on Skill rolls did not increase their total
  • Action messages could fail to render when reloading the page
  • Luck Advantage had a maximum rank of 1
  • Roll prompt buttons in messages were displayed to users not permitted to roll them
  • Attacks with a Critical Success did not increase the resistance DC by 5
  • Attack actions were rolled as plain skill rolls instead of as actual attacks
  • Outcome sheets were missing labels for type-specific fields.
  • Chat Card issue with unlinked tokens was causing the game world to crash.
  • Accurate Extra was not correctly noted in the Chat Card combat bonus list properly.
  • Whispered Chat Messages did not have a special background color to indicate it was whispered
  • Enhanced Trait’s option ranks could not be negative, preventing reduced traits
  • Ranged Combat: Thrown was configured to have a range of “close”
  • Improved Initiative Advantage did not increase the character’s initiative
  • Ranged Attack Advantage did not increase ranged combat

Features Added
  • Power Framework now display tooltips describing their function in the Item Creation Dialog
  • Add World Setting to configure how Removable’s  cost discount is rounded. (see Notes  below)
  • Skills and their rolls now display all their bonuses individually, allowing you to see what individual bonuses lead to the bonus total.
  • Dropping Power Effects into Character and Power sheets now displays a more detailed error messaging when the target cannot contain the dropped Item.
  • Default actions for Close Combat: Unarmed, Grab, and Ranged Combat: Thrown are now added when creating new Characters.
  • Added World Setting for GM to set Power Level for all starting characters, defaults to 10.. 

Notes
Removable Flaw, Rounding
The Removable Flaw specifically says to divide the cost of a Power after other Modifiers are taken into account and ROUND UP to provide the flat point discount for a Removable Flaw; HOWEVER, Herolab has always rounded to the NEAREST 5
We recognized the disparity and made our system accommodate the Rules As Written version (Thank you Cassie aka The Void Watching aka the friggin’ genius who wrote the Mastermind Maker for pointing this out.) 

SINCE, though, many of you LIKE rounding to the nearest and likely have many characters made in Herolab that work this way, we have included a GM Setting allowing you to change the rounding method and either use Round Up (RAW) or Nearest 5 (Herolab).

Update your Character from the Compendium
It’s important to update your character from the compendium to ensure you are working with the most recent versions of Powers, Power Effects, Modifiers, Advantages and more.

On the top right of your sheet, go to the three dots in the window header and click there, the drop down will show one of the selections is “Update from Compendium”.. Select that. You may exclude any item you wish to stay the same but, for right now, you’ll want it all updated. If you have your own version of a Power, Power Effect, Advantage or other, make sure you drag a copy to the Item directory for safe keeping if you modified the base version. Items on the character sheet should be safe. 

What’s Next!
  • Improvements to Variable 
  • Improvements to the Strength Array
  • Improvements to the Linked Power containers
  • The Measurement Calculator
  • Vehicle Sheets
  • HQ Sheets
  • Herolab Importer
  • Mastermind Maker Importer
  • Character Sheet Improvements for ease of use!
  • MUCH, MUCH MORE! :)

TO OUR BADASS BATTLIN’ BETA TESTERS!!!
Get in there and BREAK S#!T!
That’s what we need. 

Push the system and make sure you can do all the basics of the game as set forth in the Deluxe Hero’s Handbook.

As always, play with it but, we do have some specific tasks we would like you to try out, when you can:
  • Creating a Character from each Archetype from the Deluxe Hero’s Handbook and variations thereof. Was there a character type difficult to pull off?
  • Pick a set of powers from Power Profiles and do the whole set. Was anything Hard/impossible to make? 
  • Use each of the Power Frameworks. Were they easy to use? Were they intuitive to use? Why/Why not?
  • Use Actions out of Combat to ensure they execute what they are supposed to do.
  • Use Actions in a Combat to Test Action Use  to ensure they execute what they are supposed to do.
  • In Combat, make a Close and Ranged Damage attack from your Actions menu on the Combat Tab
    • Ensure Bonuses, Difficulty Class, and Successes are all properly calculated
    • Make the Target’s Toughness Resistance check versus a successful Damage attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Damage will be applied
    • Ensure the Damage is applied properly to the character after hitting the apply button.
  • In Combat, make a Damage Area Attack from your Actions menu on the Combat Tab.
    • Place the template over the targets you wish to affect
    • Apply the Damage Area Attack
    • Make the Target’s Dodge Resistance check versus a successful attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated (Half effect if successful, full effect if failed) before and after the roll.
    • Make the Target’s Toughness Resistance check versus a successful Damage attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Damage will be applied
    • Ensure the Damage is applied properly to the character after hitting the apply button.
  • In Combat, make a Close and Ranged Affliction Attack from your Actions menu on the Combat Tab.
    • Ensure Bonuses, Difficulty Class, and Successes are all properly calculated
    • Make the Target’s appropriate Resistance check versus the successful attack Affliction effect
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Conditions will be applied
    • Ensure the Conditions are applied properly to the character after hitting the Apply button.
  • In Combat, make an Affliction Area Attack Attack from your Actions menu on the Combat Tab.
    • Place the template over the targets you wish to affect
    • Apply the Affliction Area Attack
    • Make the Target’s Dodge Resistance check versus a successful attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated (Half effect if successful, full effect if failed) before and after the roll.
    • Make the Target’s appropriate Resistance check versus the successful attack Affliction effect
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Conditions will be applied
    • Ensure the Conditions are applied properly to the character after hitting the Apply button.
  • REALLY put the system through the paces. 

We will likely do one to three more Beta rounds, then it goes to the Early backers!

And as always, please keep your mind on how to make the system easier to use. We may not be able to implement all of your suggestions, but we can definitely see if we can. :)

Accessing Your Beta Manifest URL
You should have received an email from BackerKit containing the Manifest URL for the Mutants & Masterminds 3E Beta.

If you do not see the email, check your spam or junk folder. You should also be able to retrieve the Manifest URL by logging into your BackerKit account and opening your Digital Downloads.

Your Manifest URL provides access to the beta package. Please keep it private and do not post or share it publicly.

Before Installing
The beta currently supports Foundry VTT Version 13. Foundry VTT Version 14 is still under development and is not currently supported.
Make sure Version 13 is active before installing or using the beta.
Installing on a Self-Hosted Foundry Server
  1. Launch Foundry VTT and open the Setup screen.
  2. Confirm that you are running Foundry VTT Version 13. Version 14 is still under development and is not currently supported.
  3. Select the Game Systems tab.
  4. Click Install System.
  5. Copy the Mutants & Masterminds 3E Beta Manifest URL provided through BackerKit.
  6. Paste it into the Manifest URL field at the bottom of the installation window.
  7. Click Install and allow Foundry to download and install the system.
  8. After installation, create a new world and select the Mutants & Masterminds system from the Game System menu.

We recommend creating a dedicated test world rather than installing the beta into a world containing characters or campaign material you wish to preserve.

Installing Through The Forge
  1. Make sure Foundry VTT Version 13 is active for your Forge game. Version 14 is still under development and is not currently supported.
  2. Open The Forge and go to the Bazaar tab.
  3. Copy the Manifest URL for the Mutants & Masterminds 3E Beta from your BackerKit email or Digital Downloads.
  4. Click Install from Manifest in the upper-left corner of the Bazaar.
  5. Paste the link into the field labeled Enter the Manifest URL of the package to install.
  6. Make sure the Install from the Bazaar if the package is found toggle is turned off.
  7. Click Start to begin the installation.
  8. Once installation is complete, create or configure a Version 13 world using the Mutants & Masterminds system.

Do Not Create Permanent Characters Yet
We strongly recommend that you do not create characters you intend to keep or use in a future campaign nor start a game in a system currently in beta.
The system’s architecture may change during development. Fundamental character data, powers, items, or internal structures could be altered, requiring beta characters to be reworked or rebuilt. Test characters are encouraged, but leave your treasured heroes safely in their secret headquarters until the system is ready for release.

What We Need You to Test
Please begin with the system’s most common functions before exploring unusual combinations and edge cases:
  • Create character archetypes and variations.
  • Recreate a favorite character as a test.
  • Build powers by combining effects and modifiers.
  • Test power packages, arrays, variables, and other power containers.
  • Use the Hero Point Manager.
  • Use the Extra Effort Manager.
  • Perform actions outside combat.
  • Test action use and tracking through the Combat tab.
  • Make Damage and Affliction attacks.
  • Test area-effect Damage and Affliction attacks.
  • Drag and drop Minions and Sidekicks.
Reports will be prioritized according to their impact on normal system operation and the complexity of resolving them. Issues affecting common activities and many users will generally be addressed before rare edge cases.

Suggestions are both welcome and encouraged. We all share the same goal: making the Official Mutants & Masterminds System for Foundry VTT as useful, reliable, and enjoyable as possible.

Thank you again for joining us. Now let’s break a few things—so they work properly when the system is released!

Please reach out to me via email at [email protected] if you would like to report issues but do not wish to join the Discord server. 



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