Hyper-Man
Jan 10th, '07, 11:49 AM
I just read through the recent thread:
Why model smoke grenades/pellets as Darkness? (http://www.herogames.com/forums/showthread.php?t=52570)
and the following statement:
Avoid absolutes, don't worry about a universal standard; use whichever Power Construct best models the effect you are currently trying to make. For grenades that obscure vision in some circumstances that might be Darkness, in others CE, in others Images, in others Flash AoE, in others Suppress vs INT Only To Reduce PER, and some even more unusual construct in other cases.
And if none of the existing elements work to model it precisely the way you think it should be, don't be afraid to make a custom "Smoke" Power that works exactly the way you think it should, basing the cost via comparison to the more mainstream methods available.
Stay flexible, minimize issues, maximize fun.
Why not go one step further and allow a single power construct to have multiple definitions for 0 extra cost and let the GM decide which definition best applies to a specific game situation? This is different than say a single power with Variable Advantage or a tight sfx Multipower which are still both under player control. It is still a single sfx and arguably a single power. The construct might be a power already inside a framework like a Multipower, EC or VPP. There is some precident for this in the talent Eidetic Memory which has different 'power' writeups in 5E and 5ER.
I see the most utility of this idea applying to perception based powers (like those mentioned in the smoke grenade thread) but others might come up with other ways it could be used.
Comments welcome.
Why model smoke grenades/pellets as Darkness? (http://www.herogames.com/forums/showthread.php?t=52570)
and the following statement:
Avoid absolutes, don't worry about a universal standard; use whichever Power Construct best models the effect you are currently trying to make. For grenades that obscure vision in some circumstances that might be Darkness, in others CE, in others Images, in others Flash AoE, in others Suppress vs INT Only To Reduce PER, and some even more unusual construct in other cases.
And if none of the existing elements work to model it precisely the way you think it should be, don't be afraid to make a custom "Smoke" Power that works exactly the way you think it should, basing the cost via comparison to the more mainstream methods available.
Stay flexible, minimize issues, maximize fun.
Why not go one step further and allow a single power construct to have multiple definitions for 0 extra cost and let the GM decide which definition best applies to a specific game situation? This is different than say a single power with Variable Advantage or a tight sfx Multipower which are still both under player control. It is still a single sfx and arguably a single power. The construct might be a power already inside a framework like a Multipower, EC or VPP. There is some precident for this in the talent Eidetic Memory which has different 'power' writeups in 5E and 5ER.
I see the most utility of this idea applying to perception based powers (like those mentioned in the smoke grenade thread) but others might come up with other ways it could be used.
Comments welcome.