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Ending Conditions: Breakout vs Fading vs Recovery vs Conditional


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Recently there was another discussion on Mental Powers, and while this topic touches on that, it's not the same.

 

Mental powers work until a breakout roll succeeds.

Adjustment powers fade over time.

Damage heals with Recovery (or Regeneration).

Entangles are escaped with applied STR.  

Transforms can end when a condition is met.

Constant powers stop when END isn't paid.

 

That's six ways to end the effectiveness of an opposing power, each with its own use and circumstances.  Why are they different mechanics - why not use the same one everywhere?  Not to say that any one of these are better than the rest.  Why not give every effect more ways to shut it down?

 

What options would this open up?  If this could be abused, how would you prevent that?  

 

Chris.

 

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The biggest reason there are different ways to end the effectiveness   of an opposing power is that the power are different.   With the right advantage or limitation you can alter the method of ending a power.  Having everything ended by the same method would severely limit creating the exact power you want, and kind of goes against the spirt of the hero system ideals.  

 

If every power was stopped in the same way that would mean that all a player had to do was to focus on that and they instantly win.  For example if all power ended when you cannot spend END , END drains would become the supreme power.  Likewise if all powers were able to be ended by making a STR roll bricks would rule supreme.  By having different methods of ending powers it makes it harder to create a invulnerable character.  
 

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