Hi folx! Here are some thoughts about Advantages that have occurred to me over the years, along with my brief thoughts on them. I’m posting them here to stimulate discussion, but not to limit or restrict it. These aren’t necessarily all the issues about Advantages that could be considered, nor the only thoughts about them. Feel free to post anything here that you think is relevant and reasonably constructive; you don’t have to limit yourself to what I’ve posted.
Regardless of whatever opinion I post on an idea, I’m always willing to be convinced otherwise if you think you can do it.The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.
Periodically I may post other questions and thoughts that occur to me.
This section also includes questions about Power Modifiers in general.
Q: Should Advantages and Limitations be expressed with decimals rather than standard fractions?
Steve’s Thoughts: What I mean by this is that instead of +½, we’d write it +.5. The main benefit to doing this is that it would increase granularity since we’d no longer be limited to ¼, ½, ¾, 1, and so on. You could have a +.15 Advantage, a -.60 Limitation, and so on. That would allow for much more precise pigeonholing than the current four-step system.
While granularity is desireable, there are also some drawbacks. First, it takes more spaces on the page to write +.5 than +½, or -.75 than -¾. This may not seem like a big deal to you, but trust me — when it comes to wanting to make character sheets compact and easy to use, and over the course of hundreds of thousands of lines of text in dozens of books, it’s a concern that can’t be overlooked.
Second, is this level of granularity really desireable? One, while current HERO System users could master the difference with almost no effort, I think it could be more confusing to newcomers. Two, I shudder to think over the arguments that could result regarding the value of an Advantage (“It should be a +.35.” “No, you idiot, that’s clearly a +.41!”). Three, even if this change takes place, I still think most Power Modifiers will end up as .25, .50, .75, and 1 partly out of habit, partly because those values are appropriate, and partly because we like to think in terms of such numbers. Fourth, I don’t think there are really *that* many situations where wedging Power Modifier values into the current four-step system causes unbalance or other problems.
Q: Should Advantages and Limitations be applied to Powers in a different way?
Steve’s Thoughts: This may depend partly on the answer to the question in the “General Issues” thread about whether we should abandon the concept of Active Points and Real Points. One possibility would be to make them adders and subtractors rather than multipliers and dividers, since the concepts of multiplying and dividing by a fraction seem to scare off some newcomers despite the facts that (a) it’s pretty basic math, and (b) calculators are really cheap. Another would be to let Advantages and Limitations “cancel each other out” before application, so that a +¾ Advantage and a -½ Limitation would result in a (¾ - ½ =) +¼ Advantage. A third would be to have Advantages affect *effectiveness* rather than points, so that a power with a -¼ Limitation is somehow 20% less effective, not 20% less costly (though this raises the question of why to take one if it doesn’t “save” anything).
Overall, though, my current thinking is that none of these changes are worth it (even if all their implications can be worked out). I’m always open to new ideas, but I think the current Power Modifier rules structure works fine.
Q: Should we allow characters to choose whether to use an Advantage on a power whenever they use the power, rather than making Advantage use mandatory?
Steve’s Thoughts: I don’t think we should, but as long as we’re considering everything I suppose it can’t hurt to throw this one out there.
Q: Should any new Advantages be added?
Steve’s Thoughts: I can’t see a strong need for any, but there are certainly some that could be considered. For example, the Time Duration Power Modifier (from my DH #39 column) might be worth adding, if not in the core book then in a 6E FH genre book. The same could be said for Damage Over Time (DH #47).
Q: Should some of the optional new Areas of Effect in the Character Creation Handbook be incorporated into the core rules?
Steve’s Thoughts: I think so. I think AoE (Trail) and the Cage modifier are definitely worthwhile, and probably Sight Range and Voice Range as well. They’re all things that tend to be fairly common and that can be done with the current system, but it will save gamers time and effort to give them an easy, unified way to do them.
Q: Should Damage Shield be removed as a stand-alone Advantage and just become a form of Trigger?
Steve’s Thoughts: I think it should. That’s really all it is, and the expansions and clarifications for Trigger make it possible to create one that functions in basically the same way. However, there would probably need to be a “Damage Shield” additional value adder for Trigger to reflect the fact that a Damage Shield *automatically* hits its target, whereas an ordinary Trigger does not. OTOH, under this scheme the No Range Limitation would be applied to the power, easing the cost burden some.
Q: Should MegaScale be tweaked for ease of use?
Steve’s Thoughts: I think it should. MegaScale works just fine, but the differences between it and personal scale create some confusion on the part of some gamers and some logical disconnects. I think it will work better if the initial level is more expensive (probably +1), but you can use the power at any scale from personal up to the purchased maximum.
Q: Should Time Delay be eliminated?
Steve’s Thoughts: I think it should. You can do the same thing with Trigger.
Q: Should Usable On Others be changed/revised?
Steve’s Thoughts: I can’t say for sure right now, but it sort of seems to me like UOO has gotten way more complicated than it needs to be. Maybe that’s unavoidable; giving a power to another person (either voluntarily or as an attack) is a sort of complicated thing. But at the very least I’d like to create some options so the rules set forth easy ways to do typical Fantasy things like make everyone in an adventuring party invisible, or for a flying character to carry some friends along but not let them fly under their own power.



The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.



Bookmarks