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BobGreenwade
Sep 23rd, '08, 07:13 AM
It seems to me that, somewhere in one of the books, there's a rule that either allows a character to use an Attack Power (or other ability) less often than once per Phase, or reduces the amount of time it takes to recover Charges. I've come across a couple of places where this kind of thing was done using Limited Power, which by no means is wrong, but if there's a published point-by-point rule somewhere (-1/4 per step down the Time Chart, -1 level on the Charges table per step up the Time Chart, or whatever) I'd really like to use that.

Hyper-Man
Sep 23rd, '08, 09:09 AM
Sounds like a job for...

Extra Time


(Hero System Fifth Edition Rule Book, page 186-187; Revised, page 290-291)
A Power with this Limitation takes longer than usual to activate and/or use.

Sean Waters
Sep 24th, '08, 01:49 AM
Did you mean 'more often than once per phase', Bob?

BobGreenwade
Sep 24th, '08, 07:05 AM
Sounds like a job for...

Extra TimePossibly.
Did you mean 'more often than once per phase', Bob?No, I mean "less often than once per Phase." As in (to use as an example the specific build that prompted this question) an attack that can only be used once per Hour, because that's how long it takes for the energy to return.

Hyper-Man
Sep 24th, '08, 08:02 AM
If you don't want this to affect the 'first use' of the power then you might want to take a look at this old thread on a similar subject.

Slow recharge rate? (http://www.herogames.com/forums/showthread.php?t=54183&highlight=recharge)

A custom variant of Extra Time is even suggested in the FAQ.

BoneDaddy
Sep 24th, '08, 10:03 AM
While we're at it, I'd like a limitation for Drains etc and Transforms, allowing the points to recover or the target to heal faster than he would ordinarily, moving up the time chart rather than down it.

Hyper-Man
Sep 24th, '08, 11:35 AM
While we're at it, I'd like a limitation for Drains etc and Transforms, allowing the points to recover or the target to heal faster than he would ordinarily, moving up the time chart rather than down it.

Do you mean faster than 5 points per Turn?

BoneDaddy
Sep 24th, '08, 01:07 PM
Do you mean faster than 5 points per Turn?
Sure! Why not 5 points per phase? 5 points per turn is frankly almost all of any reasonable combat duration.

For transforms, something that will turn your opponant into a Frog for an hour or so would be just as useful as one that would do it for a month. Why not?

Hyper-Man
Sep 24th, '08, 01:33 PM
Sure! Why not 5 points per phase? 5 points per turn is frankly almost all of any reasonable combat duration.

For transforms, something that will turn your opponant into a Frog for an hour or so would be just as useful as one that would do it for a month. Why not?

The only reason(s) I can think of to NOT use time increments smaller than a Turn are the additional bookkeeping related issues that it would cause. If an adjustment power now loses effect at 5 points/phase, whose phase does this occur on (the owner of the adjustment power or the character affected by the adjustment)?

I would rather encourage the use of Suppress/Succor with it's continual END cost before going to a per phase or per segment time increment Drain/Aid recovery.

Sean Waters
Sep 25th, '08, 08:12 AM
The trouble with extra time on attack powers, IIRC, is that you can't use other attack powers while you are waiting.

As for a faster recharage rate, I'd allow a -1/4 limitation: recovers at 12 points/turn. That way you can do it per segment or phase, or whatever.