View Full Version : Disadvantages and Multi-Powers Dumb Question number 525,938
Demonsong
Jun 6th, '03, 12:28 PM
Disadvantages and Multi-Powers Dumb Question number 525,938
Can you take Disadvantages on a multi-powers for changing slots?
The player wants to put -1/2 Extra Time 1/2 Phase to change Multi-Power slot. And because of that another question came up about putting an Activation Roll on changing slots in a Multi-Power.
Thoughts?
C_Zeree
Jun 6th, '03, 01:20 PM
Check the FAQ, Steve has made an actual rulling on this.
http://www.herogames.com/SupportFAQs/rules/POWER%20FRAMEWORKS.htm
Derek Hiemforth
Jun 6th, '03, 02:45 PM
Although this is technically legal per the FAQ, I encourage much caution and GM oversight to ensure that this doesn't break the "A Limitation that doesn't limit the power isn't worth a bonus" metarule. It would be very easy to abuse this setup.
For example, let's say you want a 12d6 Energy Blast as your only attack power. You don't really care about having, say, an RKA power too. You just want an Energy Blast. You buy this:
60 Energy Blast 12d6
However, if you wanted to be a weasel, you could do this:
27 Multipower (60 point reserve), Extra Time: 1 Turn to Change Slots (applied to reserve cost only, not slot costs; -1 1/4)
6u Energy Blast 12d6
6u RKA 4d6
Total Cost: 39
You save 21 points, and all you do with it is simply don't change slots. You get the RKA for free (less than free; you actually save points) and you just use it like a 12d6 EB.
This is a very simple example. The basic point is just that it's a good idea to be careful with this kind of thing and make sure it's genuinely restrictive before allowing it. :)
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