In V4 is it possible to have the "To Hit" get easier for each successful Drain?
How would you do it?
In V4 is it possible to have the "To Hit" get easier for each successful Drain?
How would you do it?
Most obvious method is to Drain DEX. When the DEX is reduced, so is the CV. Easier to hit. Viola.Originally Posted by Guyon
<BR><BR>
"God created Man because He was bored with the monkey." - Mark Twain
Make it a decent sized DrainEX or you'll spend forever getting him down.. it's a 3-1 Drain-Dex ratio. I suggest at least 4D6 Drain to do this to be effective since you need 9pts of Drain to remove enough DEX to drop 1DCV.
Audio-Bomb - A Music Blog, updated every weekend
There Are No People Here - tumblr blog of urban photography
SETAC - Bloody KAs!
My fault, I didn't explaine it very well. I was looking at a body or stun drain.
Like the more you drainded the body or stunn from someone the earier it got. Or each time you drained body or stun, the less they would resist, (becuse their mind would fight it less and they would accept it?)
Ah, I'm assuming you mean a way to bypass the appropriate DEF once you've started the Drain?
Buy it continuous and/or cumulative.
Or if you're looking for a way to speed up the process once it's been started, no I don't think there's a way to do that. Not that I remember.
Audio-Bomb - A Music Blog, updated every weekend
There Are No People Here - tumblr blog of urban photography
SETAC - Bloody KAs!
Buy extra dice with a Limitation "Only after have drained Xpts", "Only after have drained X x 2 pts" etc.
Yes this is a difficult one asked by one of my players. It is almost like a programming question with "If Then" statements. :-)
Thanks for yoru suggestions
I guess I guess I could just make up a power and point cost for it. And say plus +1 OCV (for drain) cumulative for each successful drain?
How is that?
No need to create any new powers. . . .Originally Posted by Guyon
Just buy a HUGE bonus to OCV (for drain) as a separate ability, and then put a further limitation on this ability. You will limit the OCV bonus by stipulating that you may only use a portion of it based on how often you have successfully drained the target in the past.
For example, maybe +12 OCV (for drains), can only use 1 bonus point of OCV for each past successful drain.
So what kind of disadvantage points are you suggesting for that limitation?
What limitation value would I give it?Originally Posted by Guyon
Good question.
I would much rather have a huge bonus, than a huge bonus which only works on targets I've already hit.
If you can already hit your target then the bonus is a bit redundant (especially a HUGE bonus).
And if it is a target you have a great difficulty hitting, then you may never get the bonus at all (when you'd need a HUGE bonus the most).
On the other hand, it would be fairly effective against targets that you have a moderate chance of hitting. Once you score a hit it gets easier and easier. Still, having a massive bonus is probably somewhat redundant in that situation.
I'd give it at least a -1/2 Limitation value, and probably a higher value than that.
If cost does become a major consideration, it might be a good idea to lower the actual max bonus you'd get. I suggested +12 OCV in my previous post, but I'm not sure that you really need to go that high.
A +6 OCV max bonus would be very large, and it would probably be good enough for what you want.
Wow
Easier it got how? Easier as if the target was easier to hit with the next attack roll? easier as if the target gets to use less of his Power Defense against the next attack? Or easier as if the target takes a greater effect when the next attack? Or perhaps a combination of all three?Originally Posted by Guyon
"Is there a hero somewhere, someone who appears and saves the day
Someone who holds out a hand and turns back time"
- Poets of the Fall, Locking up the Sun
So, you drain the person's STUN, and each time you do that it gets easier and easier to tag them with the attack? And *only* that attack?
I think the easiest construction would be to do it as a Transfer: STUN to OCV Levels w/Transfer. Applying Transfer points to levels is a pretty horrendous spanking of HERO, but it gets you the effect you want pretty easily.Since it's done through a power, call 'em 5pt levels, and it won't be *too* broken.
![]()
Maybe the CSLs listed here, but buy them as 5-pointers with Gradual Effect and Linked to the Drain (you can justify it as each use of Drain contributing to the total timespan needed to reach the full effect).Originally Posted by Warp9
I like the Transfer idea, too. That almost sounds like the kind of stuff Transfer was made for (though why we would ever use Powers for their intended purpose is beyond me).![]()
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks