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View Full Version : Recap - Multipowers and Charges?



RPMiller
Mar 9th, '03, 01:29 PM
I seem to remember a discussion about this before, but I searched and couldn't find it so either I read it in a drug induced state or it was on previous boards ;).
There is an issue with creating a Multipower using recoverable charges on the entire reserve.

ie 12 Recoverable Charges on entire reserve (-3/4)

I can't get HD to recreate this. I know charges have been a thorn in Dan's side. What was the final fix for this? Just use a custom modifier? Wait for version 2? Fo'gedabotit?

I'm going to use the custom modifier for now, but if anyone knows a better/different way, let me know.

Monolith
Mar 9th, '03, 02:10 PM
I think 12 Recoverable Charges is a +1/4 Advantage, not a -3/4 Limitation. When I put the Limitation on a Multipower that is what I get. FREd also states that the value should be +1/4.

Derek Hiemforth
Mar 9th, '03, 02:13 PM
I don't see any problem with what it's doing now. 12 Recoverable Charges is a +1/4 Advantage, and HD is applying it correctly. It's applying the value to the reserve only, not the slots. It also works correctly with smaller amounts of Charges, non-recoverable Charges, etc.

What behavior are you seeing?

RPMiller
Mar 9th, '03, 02:58 PM
You know what? Apparently I was on drugs...:confused:
I could have sworn there was a conversation, maybe on the 5th Edition Questions board, I don't know regarding charges bought on the reserve were cheaper because all the powers had to share the charges...
Oh well my bad.
Thanks for the replies. It is working how it is supposed to.
I'll have to find that hallucination, and smack it around a little.:D

Armitage
Mar 10th, '03, 12:15 PM
Originally posted by Durnin
You know what? Apparently I was on drugs...:confused:
I could have sworn there was a conversation, maybe on the 5th Edition Questions board, I don't know regarding charges bought on the reserve were cheaper because all the powers had to share the charges...

You may have been remembering this question from the FAQ, regarding Continuing Charges in a multipower with charges.



Q: If a character has Charges for a Multipower reserve, but wants to make one of the slots a Continuing Charge, how should the cost be calculated?

A: Subtract the value of the Charges on the reserve from the value of the same number of Continuing Charges, and apply the remainder to the slot as an Advantage.

Example: A Multipower has 32 Charges (+1/4) on its reserve. One slot is Darkness with Continuing Charges that last for 1 Turn. Normally, 32 Charges lasting 1 Turn each is a +3/4 Advantage. So, +3/4 - +1/4 = a +1/2 Advantage on the slot.

RPMiller
Mar 10th, '03, 06:17 PM
Originally posted by Armitage
You may have been remembering this question from the FAQ, regarding Continuing Charges in a multipower with charges. Dan, does HD have this capability?

Derek Hiemforth
Mar 10th, '03, 06:35 PM
Just apply a Custom Modifier to that slot. Call it "This Slot's Charges Are Continuing" and set it at +1/2.