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Paragon

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About Paragon

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    Cosmically Powerful Superhero
  • Birthday 05/25/1957

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  1. Re: Applying traits to objects Fair enough. My perception may be being colored here in that the magic system modifications I'm using don't permit you to just turn off a power at will; you invest energy in it when you turn it on and then it runs for a certain time, so if someone makes use of it during that time it'll continue to work whether you want it to or not.
  2. Re: Applying traits to objects I was just curious to your view of whether it was reasonable.
  3. Re: Applying traits to objects Doesn't that seem rather excessive for the benefit? Of I do a +1 to hit as a level I can use or one of my friends its only a +1/2 Advantage, but if I do one that effects a weapon that can be taken away from me (which seems more of a limitation) its _more_ expensive? That seems a little bizarre.
  4. This is connected with my various how-tos on spell building, but I figure its a bit more general so its really a rules question. In the spells I'm building, one color of Magic (Copper) has a lot of spells that give bonuses to items in one way or another: augment their Body, give them pluses to hit, and so on. I mostly try to do this straight rather than with Aid (among other things it avoids the "can't Aid something that isn't there" problem). Its not clear to me exactly how you're supposed to set this up price-wise; you don't seem to be able to use Usable by Others to do it (its going on an object rather than a being) but surely you don't have to use Usable Against Others; that'd inflate the Active and probably Real cost of them significantly, for something that's usually somewhat less useful than using it on a person. But as I said, I'm not clear on how it is supposed to be done, so I'm hoping someone is clearer on this than I am. You'd have thought this would have come up before with all the years I've used this system, but this is the first time I recall actually needing to figure it out.
  5. Re: Real point caps? People want to play a lot of things, but that doesn't make it a good idea from a game point of view. More modest cases have more modest problems, but that doesn't make the problem any less present, it just makes it less severe. I question whether they're capable of doing the job by themselves, for good reason. Champions 1st had nothing like Active Point limits or the like, and one of the first lessons most groups learned was that point costs were not even close to enough to prevent this sort of problem from occurring. Conceptually limitations are a valid idea, but I don't think expecting them to do the heavy lifting here is going to work.
  6. Re: Real point caps? At least in combat (and remember, itsnot 15%, its 25%) the problem is that likely it does the job as well or better than it having worked a hundred percent of the time would; at least in Champions, a single 30D6 blast is more dangerous to a target than four 10D6 blasts in the vast majority of cases because of a combination of the Defenses involved and the likelyhood at least one recovery will have rolled around in the time frame when four blasts landed (about eight phases worth of attack). That's a quirk specific to damage, but other, similar problems apply to other sorts of abilities with Limitations; if you're getting more total power out of the effect, often the fact that applying the power is more troublesome doesn't really balance them. The reason Active Point limits work is you don't end up, in parctice, getting more raw power; you get points to divert to something else, but its often, if not usually less useful than more of the same would be. There's certainly a point that this gets more complicated away from the superhero genre, but I think its still fundamentally true about combat applications even away from that.
  7. Re: Real point caps? In addition, it can make for a highly disruptive result. The classic example would be a GM who caps a campaign's real point limit on offensive powers at 50. Now someone takes a Blast at 50 real points with Activation 8-. He spends a lot of time watching it fizzle, but the one time in four it actually works, it blows out 30 dice of damage, enough to demolish most opponents outright. That tends to turn combats into incredibly dicey procedures, where its more an issue of when the dice turn up than any decisions on anyone's part. Similar problems can arrise with a lot of Limitations. In others, the cost to benefit swings too high; its often not trivial to make an OAF quite the problem it should be anyway, but its weighted high because it can be a big problem; on the other hand if the OAF user is doing twice the damage anyone else is, even with those problems its probably overwhelmingly attractive.
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