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Daltwisney

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Everything posted by Daltwisney

  1. Re: (5th Ed) Grenade Arsenal I don't think that works. The defense against Transform is Power Defense, although it also obviously affected by the target having higher Body. If you made it NND, you'd just end up with a weaker Transform that still has to overcome the target's Body to affect them. The FF reasoning seems sound enough, I just don't think it has the effect you want, unless I'm misunderstanding you.
  2. Re: (5th Ed) Grenade Arsenal If a limitation affects every power in a MP, you can apply it to the Pool as well. (FRED p320). As a side note, I really like the differing use of Foci here. Each grenade is easily removed, but disarming the whole Arsenal takes some work.
  3. Re: Time Limit Looking at some more numbers with this, I had a few other observations. Once the Extra Time to activate the Power extends to a Turn or more, the effect of Time Limit becomes much less drastic. In that vein, I would most likely consider versions using Extra Time (Full Phase) to be encompassed in the "If a character can activate the power quickly and easily", and reduce the value of Time Limit accordingly. A construct like this still looks like a Magical ritual, or perhaps some sort of Mystic meditation (So I would probably throw Concentration in as well), and as such I think Time Limit serves the same function as Continuing Charges here, but CC doesn't have the same flavor, even if it is mechanically similar.
  4. Re: Time Limit 1) This 'seems' to me to represent a sorcery/mysticism style of power, and with the Gestures and Incantation limitations, would fall back into the Heroic genre, where most real armor struggles to get past 10 Defense. So I think you are seeing an artificial inflation by raising the PD/ED values to that level. At 10 PD/10 ED (30 Active), this drops to 7 pts, cheap, but not unheard of for FH style spells. 2) Your closing comment pretty much sums up what I would cite as my reason for disallowing this as written in most Superheroic games. If combat never lasts a minute, a combat power that requires a single phase to activate and never runs the risk of running out in combat is not really limited. The freedom of the Hero System has always allowed players to manipulate the numbers in ways that seem abusive. It's up to the players AND the GM to make sure that the results fit into the game being run.
  5. Re: DoT/Con First off, CEOTA is pretty much redundant here. An Uncontrolled power already feeds off a pool of END spent when the power is first applied. And the power continues until that pool runs out of END. What you seem to be aiming for is a bastardized version of Reduced END cost, already cited as a warning flag for Uncontrolled powers. Both power constructs require a reasonably common and obvious method of deactivating the power (for DoT, see 6e1, p 330) so that consideration isn't an issue. What you are seeing as "Method B is cheaper than Method A" is really "Method A is more expensive than Method B". Damage over Time is primarily intended to simulate effects that occur over a prolonged period. By shortening the period, you are jacking up the cost.
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