Page 1 of 3 123 LastLast
Results 1 to 15 of 34

Thread: Flash, Flash Defense, Cost Vs. Value

  1. #1
    Join Date
    Feb 2003
    Location
    Beit El, Israel
    Age
    39
    Posts
    7,057
    Blog Entries
    5
    Rep Power
    2146661

    Flash, Flash Defense, Cost Vs. Value

    I have an issue.

    I haven't used a flash attack since 4th edition.

    The new method seems to make flash attacks uber-effective in that they can have several turns worth of effect on moderate dice amounts.

    In of itself that's not too bothersome - a bit, but not too much.

    My issue is a different one: it inflates (significantly) the amount of flash defense you need.

    As a result, are you really getting value for what you pay for the flash defense?

    Or, are you paying more for defense against what amounts to a once in a blue moon and somewhat unbalanced flash attack effect ratio (in an experiential, value oriented sense)?

    I'm not sure; would like some feedback from people who have experience with them in play - and with building characters with flash defense under the new schema.
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  2. #2
    Join Date
    Apr 2007
    Posts
    79
    Rep Power
    6220

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by Vondy View Post
    The new method seems to make flash attacks uber-effective in that they can have several turns worth of effect on moderate dice amounts.
    This sentence makes me wonder if you are using the total on the dice for the duration rather than the Body rolled? On average 12D6 of Flash will result in twelve (12) segments of flash duration rather than several turns.

  3. #3
    Join Date
    Feb 2003
    Location
    Beit El, Israel
    Age
    39
    Posts
    7,057
    Blog Entries
    5
    Rep Power
    2146661

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by Starlight View Post
    This sentence makes me wonder if you are using the total on the dice for the duration rather than the Body rolled? On average 12D6 of Flash will result in twelve (12) segments of flash duration rather than several turns.

    I haven't used them at all. However, I was thinking "total rolled" and not "body rolled." That pretty much clears it up.
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  4. #4
    Join Date
    Jul 2003
    Location
    Edmonton
    Age
    46
    Posts
    15,201
    Rep Power
    1370204

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by Vondy View Post
    My issue is a different one: it inflates (significantly) the amount of flash defense you need.

    As a result, are you really getting value for what you pay for the flash defense?
    I prefer the new system. Under the old model, you rolled 1d6/10 points and blinded for BOD phases. The new model blinds for BOD segments at 1d6/5 points. 6d6 old got you for a turn at 6 SPD, more at lower SPD and less at higher SPD. 12d6 new lasts 1 turn regardless of SPD. Flash is more powerful at high power/SPD levels, but less at the heroic range, now.

    I like what it has done for flash defense. Before, 5 points dramatically reduced the effectiveness of Flash and 10 points pretty much eliminated it. Now, 5 points shaves off some of the pain, 10 points makes it pretty short term, and 15 points means you're generally safe, so there's some granularity.

  5. #5
    Join Date
    Feb 2003
    Age
    45
    Posts
    4,736
    Blog Entries
    4
    Rep Power
    1550699

    Re: Flash, Flash Defense, Cost Vs. Value

    There is something else to consider as well...

    On a flash, you can get a second sense group for an extra 5 points (in general) - but you have to define which sense flash D works against, so say you have 15 pts sight flash D (a lot I know) to stop a 12d6 flash. The attacker pays an extra 5 pts to get you hearing, but you have to spend 15 more points to stop it.
    You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.

    That's what a GM's job is.

  6. #6
    Join Date
    Feb 2003
    Location
    Beit El, Israel
    Age
    39
    Posts
    7,057
    Blog Entries
    5
    Rep Power
    2146661

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by Lord Mhoram View Post
    There is something else to consider as well...

    On a flash, you can get a second sense group for an extra 5 points (in general) - but you have to define which sense flash D works against, so say you have 15 pts sight flash D (a lot I know) to stop a 12d6 flash. The attacker pays an extra 5 pts to get you hearing, but you have to spend 15 more points to stop it.
    Could I take the Multiple SFX advantage on my flash defense to even out the cost disparity?

    It might seem like a dink move, but the notion of being able to purchase an additional 12d6 flash that requires a separate defense (for all intensive purposes) for 5 points strikes me as being hard-coded dink-fu. Unintentional, but there. At least with foci doubling at 5 points its the same attack and you don't have to purchase your defenses again to guard against it. And you generally need some skills to use them effectively at one time, which also serves to balance it out a bit. This - with the flashes - strikes me as being a major balance disconnect.

    That, or, allow flash defense to have a multiple sense adder at +3 per sense.
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  7. #7
    Join Date
    Feb 2003
    Age
    45
    Posts
    4,736
    Blog Entries
    4
    Rep Power
    1550699

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by Vondy View Post

    That, or, allow flash defense to have a multiple sense adder at +3 per sense.
    The reason I mentioned it, is that it came up a number of sessions ago. We were thinking exactly the same solution.
    You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.

    That's what a GM's job is.

  8. #8
    Join Date
    Feb 2003
    Location
    Beit El, Israel
    Age
    39
    Posts
    7,057
    Blog Entries
    5
    Rep Power
    2146661

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by Lord Mhoram View Post
    The reason I mentioned it, is that it came up a number of sessions ago. We were thinking exactly the same solution.
    Great Minds...
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

  9. #9
    Join Date
    May 2006
    Location
    Just past Chicagoland
    Age
    43
    Posts
    1,005
    Rep Power
    43376

    Re: Flash, Flash Defense, Cost Vs. Value

    With the change of Flash in 5th edition, though, the value of Flash Defense was lessened. Under 4th edition rules, 5 pt. of Flash Defense protected one for 5 phases. for most characters, this was about a turn. (Longer if you were a 4 or less SPD, not as long if you were 6 SPD or higher.) Now that same 5 pt.s of Flash Defense protects you for 5 segments worth of time. That could be anywhere from 1 to 3 phases, typically. To get comparable defense, one would need 10 or 12 pts. of flash defense.
    "Honey, did you feed the cat?" -- Anny Schrödinger, 31 June, 1934, 19:43

    "Maybe." -- Erwin Schrödinger, 31 June, 1934, 19:44

  10. #10
    Join Date
    Mar 2003
    Location
    Minneapolis, MN
    Age
    45
    Posts
    1,402
    Rep Power
    18381

    Re: Flash, Flash Defense, Cost Vs. Value

    I definitely like the 5E version of Flash much better. The only place where I have concerns are the stacking of senses... For a very small cost (basically the cost of a die), you turn a 12d6 Flash vs. Sight (which is tough, but not insurmountable) into an 11d6 "Flash Bang" Flash vs Sight Group and Hearing Group... thus nullifying most characters' primary targeting sense, and primary non-targeting sense.

    I have felt for quite a while that stacking the senses is too cheap.. while the mechanism for Flashes are actually much better (BODY -> Segments instead of Phases).

    To me, a Flash vs. Sight Group + Hearing Group is really an MPA....
    So, the above would be better expressed as: 7d6 Flash vs. Sight Group + 7d6 Flash vs. Hearing Group (this would be 54 AP).

    You would probably link the two each other (it is legal to doubly-link powers)... and there you go. A much more balanced build, in my opinion.
    is windoze free, sailing away on ubuntu 9.10!

  11. #11
    Join Date
    Feb 2003
    Location
    Louisville, Kentucky
    Age
    44
    Posts
    2,186
    Rep Power
    5889412

    Re: Flash, Flash Defense, Cost Vs. Value

    The extra cost for additional senses is per die. So instead of a 12d6 Slight Flash, you would get the 7d6 combined Flash.
    Dave Mattingly, Editor of Digital Hero, President of BlackWyrm Games, VP of Christian Gamers Guild, Executive Director of the Games Publishers Association, President of Expressers Toastmasters, Founder of ZirMed Toastmasters, Area 63 Governor for Toastmasters

  12. #12
    Join Date
    Apr 2007
    Posts
    79
    Rep Power
    6220

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by mattingly View Post
    The extra cost for additional senses is per die. So instead of a 12d6 Slight Flash, you would get the 7d6 combined Flash.
    An interesting idea, and with suitably adjusted costs might possibly be an improvement on the rules as written. However at this time you're wrong. The Flash Summary Table on p 176 of 5ER is split into two sections. The top section gives costs per D6. The lower section where extra senses are referred gives costs as Adders.

  13. #13
    Join Date
    Mar 2003
    Location
    Minneapolis, MN
    Age
    45
    Posts
    1,402
    Rep Power
    18381

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by mattingly View Post
    The extra cost for additional senses is per die. So instead of a 12d6 Slight Flash, you would get the 7d6 combined Flash.
    Dave,
    I am not sure where you are getting that from (unless you are suggesting a house rule). Per 5ER 176, it seems pretty clear to me that it is an adder to the power, not an adder to the per die cost. Hero Designer also seems to back this interpretation up.

    I would love more insight, if you have it.

    Thanks!
    is windoze free, sailing away on ubuntu 9.10!

  14. #14
    Join Date
    Jul 2003
    Location
    Edmonton
    Age
    46
    Posts
    15,201
    Rep Power
    1370204

    Re: Flash, Flash Defense, Cost Vs. Value

    Quote Originally Posted by Kenn View Post
    With the change of Flash in 5th edition, though, the value of Flash Defense was lessened. Under 4th edition rules, 5 pt. of Flash Defense protected one for 5 phases. for most characters, this was about a turn. (Longer if you were a 4 or less SPD, not as long if you were 6 SPD or higher.) Now that same 5 pt.s of Flash Defense protects you for 5 segments worth of time. That could be anywhere from 1 to 3 phases, typically. To get comparable defense, one would need 10 or 12 pts. of flash defense.
    Agreed. However, I would say that Flash Defense was overly effective before, so the value reduction is a positive, not a negative. It was too cheap to buy virtual immunity to Flash attacks when compared to the cost of, say, adjustment power defenses or mental power defenses.

  15. #15
    Join Date
    Mar 2003
    Location
    Baltimore, MD
    Age
    50
    Posts
    879
    Rep Power
    93095

    Re: Flash, Flash Defense, Cost Vs. Value

    Personally, I don't like the 5e rule, since it makes anything but very high-dice Flashes pretty much ineffective.

    So, my character succeeds in Flashing someone for 3 segments. Unless the target is Speed 6 or higher, he'll lose maybe one action tops (and that if it occurs at just the right point in the Speed Chart). OK, so during that time, the target is DCV 0. Unfortunately, unless my PC has a Speed 5 or higher, he won't get to take advantage of that on his next action before the target recovers.

    Essentially, you lose the ability to enact the classic action-movie scene of throwing a flash-bang into the room and rushing in to take out the disabled mooks.

    Recovering by Segments deviates from the norm in the game. If I damage someone, they heal at a rate based on their REC. If I Transform someone, they recover in a similar manner. But if I affect a Sense, everyone recovers at the same rate?

    People complained about Flash being overpowered, which IIRC is why the automatic Area Effect was removed in 4e. With this change now, Flash has become pretty much a waste of points.
    "For what we are about to see next, we must enter quietly into the realm of genius."
    - Dr. Frederick Frankenstein ("Fronkensteen!") -

    Quote Originally Posted by OddHat
    Hell is other people's hobbies.
    The Hero 6E Design Philosophy: Whenever possible, make it more complicated.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Fu Schticks
    By Susano in forum Other Genres
    Replies: 5
    Last Post: Nov 5th, '05, 09:41 AM
  2. Shadowcats Starship Equipment Catalog
    By shadowcat1313 in forum Star Hero
    Replies: 4
    Last Post: Oct 12th, '05, 08:23 PM
  3. More Converted Magic Items
    By shadowcat1313 in forum Fantasy Hero
    Replies: 1
    Last Post: Jan 25th, '05, 07:58 AM
  4. Super Mage for Comment
    By OddHat in forum Champions
    Replies: 31
    Last Post: Sep 7th, '03, 08:24 AM
  5. Hard S.F. Star Hero
    By comfortmd in forum Star Hero
    Replies: 33
    Last Post: Aug 11th, '03, 02:10 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •