Christopher R Taylor Posted July 29, 2018 Report Share Posted July 29, 2018 The biggest concern here is that the old AE rules were basically broken. They were far too expensive (and too big) for what most builds needed or wanted and 6th edition finally fixed this. Quote Link to comment Share on other sites More sharing options...
BoloOfEarth Posted July 29, 2018 Report Share Posted July 29, 2018 7 hours ago, Hugh Neilson said: 40 AP does not leave a lot of spare room. I think you are playing 5e, so I don't have the rules handy. My recollection is that Damage Shield was +1/2, so you could have 15 STR TK, Damage Shield (Limited to only toss the target in a random direction). There was some question whether DS also required Constant for a further +1, which would allow 10 STR TK, still enough to toss a thug to the ground. You'd also use the Move By, so getting a normal hit on the target as well. Damage shield in 5E is +1/2, with an additional +1/4 to do the Shield's damage to targets with HtH attacks other than Grab (which I think would apply in this case, since the Grab here refers to the target grabbing the Shielded individual). And TK is already a Constant power, so an additional Advantage is not needed. Quote Link to comment Share on other sites More sharing options...
Rebar Posted July 29, 2018 Author Report Share Posted July 29, 2018 9 hours ago, IndianaJoe3 said: Well, here's my take on the original idea. I assumed the character had a 20 STR, and that the power and the character's base STR had to, combined, stay under the 40 AP cap. Whirlwind of Fury: Double Knockback (+1/2), Area Of Effect (4m Line; +1/4), Selective (+1/4) for up to 20 Active Points of STR Double knockback is a +3/4 adv. 1 1/2x knockback is a +1/2. Since he's running, there's no reason to limit it to a straight line. I bought it as 'any area'. Still, your construct is encountering the same problem as mine. For all the extra knockback you get, the points you spend on it might as well just go straight into STR. Quote Link to comment Share on other sites More sharing options...
Rebar Posted July 29, 2018 Author Report Share Posted July 29, 2018 5 hours ago, Christopher R Taylor said: ... the old AE rules were basically broken. ... and 6th edition finally fixed this. Oh. That's the first time I've heard a reason to upgrade to 6th. Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted July 29, 2018 Report Share Posted July 29, 2018 23 minutes ago, Rebar said: Double knockback is a +3/4 adv. 1 1/2x knockback is a +1/2. Since he's running, there's no reason to limit it to a straight line. I bought it as 'any area'. Still, your construct is encountering the same problem as mine. For all the extra knockback you get, the points you spend on it might as well just go straight into STR. Ah. I was using 6e, which explains the differing values. Thinking about it, I'm not sure that AoE is necessary if he's performing a Multiple Move-By. If we don't need the AoE, we can use those points to bump up the Increased Knockback. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted July 30, 2018 Report Share Posted July 30, 2018 15 hours ago, BoloOfEarth said: Damage shield in 5E is +1/2, with an additional +1/4 to do the Shield's damage to targets with HtH attacks other than Grab (which I think would apply in this case, since the Grab here refers to the target grabbing the Shielded individual). And TK is already a Constant power, so an additional Advantage is not needed. Good point on the TK being constant. Looks like we can get 15 STR TK, Damage Shield (+1/2), Applies to non-Grab (+1/4) = 40 AP,, only to fling targets in a random direction (-1), and perhaps a Link to movement, or to move bys, if desired. Quote Link to comment Share on other sites More sharing options...
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