hammersickle59 Posted February 23, 2010 Report Share Posted February 23, 2010 I have a player who wants to build a power that uses a half phase action to activate, instead of its default of zero phase activate. This doesn't seem to be fully addressed using extra time. There are the options of "delayed phase" and "full phase" but not half phase. Advice? Dean Oh....btw....we are using 6E Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted February 23, 2010 Report Share Posted February 23, 2010 Re: Extra Time, Half Phase? I have a player who wants to build a power that uses a half phase action to activate' date=' instead of its default of zero phase activate. This doesn't seem to be fully addressed using extra time. There are the options of "delayed phase" and "full phase" but not half phase.[/quote'] The sidebar on 6E1 375 suggests that might be worth either -1/4 or -0, depending on how often it will be a problem. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted February 23, 2010 Report Share Posted February 23, 2010 Re: Extra Time, Half Phase? It's odd that Extra Time defaults to powers that take a half phase to begin with. If it is worth -1/2 for your attack to require a full phase (preventing you from activating/maintaining your force field as a 0 phase, making a half move and attacking), should it not also be worth -1/2 for your force field to require a half phase (preventing you from activating/maintaining your force field as a half phase, making a half move and attacking)? Now, if your force field only requires a half phase to activate, after which it stays up, the usual "extra time only to activate" rule should apply, halving the limitation to -1/4. Similarly, if your force field takes a full phase to activate or maintain, you can't activate it and make a half move or an attack, which seems more limiting than an attack that takes a full phase (but still allows you to activate/maintain your force field). If moving from 0 phase to full phase is -1 (-1/2 if you only need that full phase to activate the power), the discount seems more consistent with the impact of the limitation. Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted February 23, 2010 Report Share Posted February 23, 2010 Re: Extra Time, Half Phase? is there a limitation "count as an attack" ? (-1/2) ? where turning on a non-attack power (like a force field) ends the character's phase Quote Link to comment Share on other sites More sharing options...
redwulfe Posted February 23, 2010 Report Share Posted February 23, 2010 Re: Extra Time, Half Phase? What power is he wanting to build this way and is it only to activate? Normally I would say that defensive powers would get a -1/4 for half phase and 0. Others I would take on a case by case basis depending on the power but most would be ruled like defensive powers ad the rest as a -0 limitation. Red Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted February 23, 2010 Report Share Posted February 23, 2010 Re: Extra Time, Half Phase? Find Weakness Naked advantage AVLD based on perception roll -1/2 activation counts as an attack -1/4 only versus single target -1/4 Quote Link to comment Share on other sites More sharing options...
Ice9 Posted February 25, 2010 Report Share Posted February 25, 2010 Re: Extra Time, Half Phase? I've been wondering about this as well - specifically, the case of defenses that need to be activated with a readied action/abort, like a Block. -1/2 for Instant doesn't seem like enough limitation for the significantly reduced utility. -1/2 for "Extra Time: Half Phase" (thus -1/4 if it's only to activate a continuous power) seems like a good value for it. There is the case of powers that never really have to be turned off, but that's the same situation as any activation limitation run into - GM judgement is sometimes required. Quote Link to comment Share on other sites More sharing options...
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