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Charge as an advantage


johnflang

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Originally posted by Dust Raven

Yes, Continuous and Uncontrolled (just Uncontrolled if it's already Constant). You'll be spending all your END up front for the duration though.

 

You can get around that by purchasing the power as 0 END, then taking a minor side effect which drains your END by about the same amount it would otherwise cost each phase.

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I basically use Hugh's version for lots of spell effects in my fantasy game.

 

I thought this thread was about a more obvious question: If 0 END is a +1/2 Advantage, why should even a great number of Charges cost more than +1/2? Discounting Continuing Charges and whatnot. (I don't have my book with me, and now I have this sinking feeling that 5E caps Charges at +1/2 ...)

 

-AA

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Another bizarro option might be to purchase the power with the +1/4 advantage: only costs endurance to activate. Until the character is stunned, knocked out, or deactivates the power it will continue to function. It works for some concepts and not others. As always, consult your GM.

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Originally posted by austenandrews

I basically use Hugh's version for lots of spell effects in my fantasy game.

 

I thought this thread was about a more obvious question: If 0 END is a +1/2 Advantage, why should even a great number of Charges cost more than +1/2? Discounting Continuing Charges and whatnot. (I don't have my book with me, and now I have this sinking feeling that 5E caps Charges at +1/2 ...)

 

-AA

 

5e caps at +1, IIRC because 0 END costs double for autofire attacks. I, and I suspect many others, cap it at +1/2 for attacks not subject to the doubled advantage.

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