JohnnyAppleseed098 Posted March 21, 2016 Report Share Posted March 21, 2016 In my elemental game I am playing, my water elementalist has a power that works much like a tidal wave, as it gets stronger as it goes out. My GM and I are trying to figure out a way to simulate this, and I suggested Explosion but reversed. Would this be a reasonable solution, or should I use something else? Quote Link to comment Share on other sites More sharing options...
Roter Baron Posted March 21, 2016 Report Share Posted March 21, 2016 Interesting idea. But sounds solid to me. Quote Link to comment Share on other sites More sharing options...
Grailknight Posted March 21, 2016 Report Share Posted March 21, 2016 Area effect hexes, reduced by range with indirect to point it toward you. Max damage at the far point and less closer to you. Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted March 21, 2016 Author Report Share Posted March 21, 2016 Area effect hexes, reduced by range with indirect to point it toward you. Max damage at the far point and less closer to you. I could see that working. The only problem with it is that that would damage me as well. Perhaps Hole In The Middle as well? Quote Link to comment Share on other sites More sharing options...
Grailknight Posted March 21, 2016 Report Share Posted March 21, 2016 Personal Immunity. Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted March 21, 2016 Author Report Share Posted March 21, 2016 Personal Immunity. Or that! Quote Link to comment Share on other sites More sharing options...
Surrealone Posted March 21, 2016 Report Share Posted March 21, 2016 Explosion is 'priced' to reflect that it's a very small total area that suffers full damage; reversing it substantially increases the total area that takes full damage, so you'd have to somehow account for this (e.g. by increasing its cost in a way that makes the 'pricing' proportional to the area that takes full damage). While Grailknight's approach may seem more complex, it accomplishes the goal without any handwaving ... and without having to invent something new (in terms of 'pricing') to address the need. Hence, I think his approach is spot-on. Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted March 21, 2016 Author Report Share Posted March 21, 2016 Explosion is 'priced' to reflect that it's a very small total area that suffers full damage;reversing it substantially increases the total area that takes full damage, so you'd have to somehow account for this (e.g. by increasing its cost in a way that makes the 'pricing' proportional to the area that takes full damage). While Grailknight's approach may seem more complex, it accomplishes the goal without any handwaving ... and without having to invent something new (in terms of 'pricing') to address the need. Hence, I think his approach is spot-on. I see your point. The power design seems great for my purposes. I would just have to establish a "Limited Range" of 64m (My AoE.) Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted March 21, 2016 Author Report Share Posted March 21, 2016 Thanks to Grailknight, Surrealone, and Roter Baron. Here is my experimental power design. Tidal Wave: Blast 12d6. Indirect (To reverse the direction of "Reduced By Range"; +1/4), 1/2 END (+1/4), Personal Power Immunity (+1/4), AoE: Hexes (64m; +1 1/4). 180 APs. Gestures with Two Hands (-1/2), Requires a Water-Bending Roll (-1/2), Limited Range of 64m (-1/4) Reduced by Range (-1/4) Concentration (1/2 DCV; -1/4). 65 RPs Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted March 21, 2016 Author Report Share Posted March 21, 2016 I'm going to mark this as answered with several answers that helped me. Explosion is 'priced' to reflect that it's a very small total area that suffers full damage; reversing it substantially increases the total area that takes full damage, so you'd have to somehow account for this (e.g. by increasing its cost in a way that makes the 'pricing' proportional to the area that takes full damage). While Grailknight's approach may seem more complex, it accomplishes the goal without any handwaving ... and without having to invent something new (in terms of 'pricing') to address the need. Hence, I think his approach is spot-on. Area effect hexes, reduced by range with indirect to point it toward you. Max damage at the far point and less closer to you. Interesting idea. But sounds solid to me. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted March 21, 2016 Report Share Posted March 21, 2016 I would consider indirect as a way of representing its reverse direction or at least a different cost. The reason explosion is cheaper than just a radius of the same size is that the bulk of its area does less damage. With this structure, you're increasing the area that does full damage, and hence reducing the limitation of Explosion. So in 5th and previous editions, I'd call this a +3/4 rather than +1/2 advantage In 6th edition I'd call it a -1/4 reduction of the area effect advantage rather than -1/2. Quote Link to comment Share on other sites More sharing options...
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