Yansuf Posted May 13, 2006 Report Share Posted May 13, 2006 I have always felt that having the "only one hex" modifier the same as the "explosive" modifier wasn't right. I think that +1/4 would be a more appropriate modifier. Anyone agree with me? Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted May 13, 2006 Report Share Posted May 13, 2006 Re: Area Effect - Only One Hex I consider the safety factor of AE Hex vs. Explosion to be worth the same cost. Friendly fire ISN'T. Quote Link to comment Share on other sites More sharing options...
pinecone Posted May 13, 2006 Report Share Posted May 13, 2006 Re: Area Effect - Only One Hex Yeah, having seen it usefulness many a time I consider it rightly costed...it's slightly less usefull than Expl. but not so much as to cost less.... Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 13, 2006 Report Share Posted May 13, 2006 Re: Area Effect - Only One Hex Oh dear me.. if it were only 1/4 man... never have to worry about missing again!!! yeah - +1/2 is a good price. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Sometimes, it's preferable to have the explosion (ie if there are lots of clustered opponents). Other times, it's preferable to have the 1 hex area (ie when there are a lot of allies around that opponent). They come out about equally valuable overall, IMO. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex I'm firmly siding with the +1/2 crowd. I'll explain why. 1. As said by CC, there are times you want to smoke the zone. Other times, you just want to tag a controlled hex or group of hexes (7 hex FP for +3/4? Yes, have some!) 2. With One Hex comes (Accurate). It's how you build darn near anything that you want to be precisely targeted against a single individual. For example, I built a 'throat smash' manuever that acted as Silence (which is Darkness) on a single individual. Since the power is already 1 Hex, I made it Accurate (-0) because it's only meant to work on one person. You don't throat-smash a group. It has it's place, definately. And the reason that One Hex (Doubled) is +3/4 is because it can more advantageous to do your full damage to a tight group, rather than lose damage in an Explosion. Quote Link to comment Share on other sites More sharing options...
Erkenfresh Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Plus the damage from an explosion is a pain in the rear to calculate. Quote Link to comment Share on other sites More sharing options...
Ndreare Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Plus the damage from an explosion is a pain in the rear to calculate. Yes it is nice to just have a flat damage amount. Just be glad you are not playing old GURPS and haveing to use the inverse square law. Even new GURPS the resolution is some rediculous formula that players hate. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Plus the damage from an explosion is a pain in the rear to calculate. Doesn't that mean to encourage easier calculation we should make Explosion more expensive, or Area or Effect: One Hex less expensive? Actually I think things are probably fine as-is, except that maybe Area of Effect: One Hex Accurate should possibly be just as expensive as Area of Effect: One Hex for the same reasons the latter should be just as expensive as Explosion (for example, Accurate AoE can be used to hit an opponent who has your friend in a Grab, but without it being Accurate you are going to hit both). Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Absolutely. Explosion sure does cover more area than AoE: Hex, but AoE: Hex is precision. When you want to hit the hex by the doorway, but not blow up the building that doorway is in, AoE: Hex is a massive asset. If you just want to blow up the building, Explosion works. It balances out. A rules analogy would be equating it to STUN Only -0. Sure, you're not doing any BODY damage and can't hope to blow down the door, break the Entangle or destroy the bad guy's gun, but you can fire into a crowd with it, not accidentially kill the hostage and take the bad guy alive and unharmed, and you never have to worry about property damage. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Actually I think things are probably fine as-is' date=' except that maybe [i']Area of Effect: One Hex Accurate[/i] should possibly be just as expensive as Area of Effect: One Hex for the same reasons the latter should be just as expensive as Explosion (for example, Accurate AoE can be used to hit an opponent who has your friend in a Grab, but without it being Accurate you are going to hit both). Erm... Accurate is a -0 Adder to AoE:Hex... they are just as expensive. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Erm... Accurate is a -0 Adder to AoE:Hex... they are just as expensive. Fssht! You're right. For some reason I was thinking it reduced the value by -1/4. Hmm. Brain fizzle. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 14, 2006 Report Share Posted May 14, 2006 Re: Area Effect - Only One Hex Brain fizzle. Happens to all of us... sometimes we just go into vaporlock Quote Link to comment Share on other sites More sharing options...
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