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Christougher

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Posts posted by Christougher

  1. I think the big reason for the GM Permission Required rule for CSL's inside a Framework is the abuse of 2 Point CSL's.  Suddenly a 60 Active Framework with a 12d6 Blast can have a 10d6 version with +5 OCV which then overshadows Spreading an Attack as a viable option (1DC -> +1 OCV).  I think 5 point for CV is the better minimum but still not ideal as it doesn't figure into END cost and such.  Concerns such as these are why I went with Overall Skill Levels usable in their own Framework slot and AOE Accurate on specific attack slots when modeling Superman's Superspeed and Heat Vision.  I would be very wary of putting Martial Maneuvers inside a Framework as it's already illegal to put Limitations on Martial Damage Classes.  I would prefer to go the route of Martial Arts as a Framework via Power builds and just buy a minimum suite of Martial Maneuvers for those effects that are the most challenging to model via Powers.

     

    :)

    HM

     

    I won't swear 6E has this rule, but 4E and maybe 5E had wording that you could not apply limitations to any skill level less than 5 points.  Doesn't seem like a far stretch to apply that to frameworks even if they don't have limitations.

     

    Chris.

  2. Okay, those explanations make sense.  I think I need a couple more examples though, covering points that weren't earlier...and why I didn't lead with them I'll never know...

     

    Light: Images to Sight, Time Limit 1 Hour(+?)

     

    Silence: Darkness to Hearing, Time Limit 5 Minutes(+?)  

     

    I know I can do both of those with Continuous Charges.  But then I have a limited number of castings - the problem I want to avoid.

  3. I've read and reread the entry, and while individual parts make sense, I'm not grokking the whole of it.

     

    Burn: RKA 1d6 AOE 8m(+1) Time Limit: 1 Minute(?)  (Do I need Constant?  Uncontrolled? How does the END cost factor in? Is it Persistent?)  Get even with the Druid and cast this fifty or a hundred times and burn down his forest.

     

    Water Breathing: Life Support Breathe Water Usable By Others(+1)  Time Limit 1 Hour(+?  -?)  This way we can hide out from that druid at the bottom of the lake.

  4. Help me out here, Herophiles,  I just posted the following to Rules Questions and got the listed answer. 

     

    How does one create a power with the lasting effect of a Continuous Charge, but without a cap on the number of uses of the power?

     

    Example: Force Wall Barrier 6 PD/6 ED Lasts 1 Minute.  Can be used as often as desired.

     

    Does this require a different method if the power was normally Persistent?  such as Armor Resistant Defense Usable By Other, Lasts 1 Turn.

     
     
    Steve Long said:

    Use the Time Limit Power Modifier, which in the case of a Persistent Power would be a Limitation rather than Advantage.

     

     

     

    Now, either there weren't any power examples for this advantage or I didn't understand them.  Can someone(s) post a power build for the two examples and explain how they work?  Because I'm clearly not understanding it.

     

    Chris.

     

  5. Partly a followup to the previous questions.

     

    How does one create a power with the lasting effect of a Continuous Charge, but without a cap on the number of uses of the power?

     

    Example: Force Wall Barrier 6 PD/6 ED Lasts 1 Minute.  Can be used as often as desired.

     

    Does this require a different method if the power was normally Persistent?  such as Armor Resistant Defense Usable By Other, Lasts 1 Turn.

  6. While I haven't been following the entire thread, I would question why you assign point values to various scores for OCV, et al.  

     

    Because I've posted a similar formula I developed, and to keep it as simple as possible, used actual values rather than assigned points.

     

    My formula is (2*SPD)+OCV+DCs + DCV+((PD+ED)/2)+(STN/10).  Damage Reduction is a Stun multiplier.  I'm tinkering with the idea of adding in Movement/6" as a factor, and powers like Desolid or Invisibility at AP/5 or DC level.

  7. A short while back, I believe Steve Long himself posted links to his work on Spacedock & Star Trek ship recognition manuals.  I downloaded a copy, but it turns out that the file srmv1.zip was corrupt.  Does anyone know or have a non-corrupt copy I can get?

     

    Chris.

  8. A lot of the questions being asked are in some ways the same ones I'm asking, so I have few answers to offer. Or perhaps the answer is "all of them".

     

    I'm trying to identify the tactics and designs that various races would come up with, based on their advantages, or conversely, what advantages would they need to make certain tactics useful or workable for them?

  9. Rephrasing some of Megaplayboy's thoughts:

     

    Theory 4: Swarm theory; if my ships are one quarter of yours, but I have eight...

     

    Theory 5: Death Star theory.  Self explanatory.

     

    The first and last are good ideas.  I don't know how to define them / play them in a combat scenario though.   Hmm.  Unless they're combined maybe?

     

    Theory 6: Jousting theory, or strike and fade. Close in for a devastating broadside and then get out before retaliation, then repeat.

  10. I'm working on my Master of Orion game.  It features multiple alien races and lots and lots of different weapons and technologies.

     

    I want each race to have a mostly unique theory of combat, one that plays to their strengths, but doesn't rely on any specific weapons or technologies.  Those who know the source material can reference it, but I'm also not trying to do anything /too/ specific.

     

    Theory 1: Use cannons/physical weapons against shields, then energy weapons against armor. [in game, these are more effective than the reverse.

     

    Theory 2: Aircraft carrier style, lots of fighters that can't be shot down easily.

     

    Theory 3: Close fast, grapple and board, overwhelm the crew.

  11. My campaigns have turned "Protects Carried" into a generic "Affects Carried" adder that can be applied to Density Increase, Desolid, Growth, Shrinking, Invisibility, Stretching...  Well, pretty much anything.  So I see no reason not to add Life Support to the list.

     

    On the other hand, these are all designed to affect carried OBJECTS, not other people.  So, why would an object need Life Support?  If you're trying to protect another person, you need some flavor of Usable by Others; Protects Carried does not cut it.

     

    Chris.

  12. Now, if you make me buy "Shield of the Novice" (2/2 rDEF Force Field) to qualify for "Shield of the Initiate" (3/3 rDEF Force Field) and so on up the chain, so my 6/6 Force Field essentially costs the same as a 20/20 Force Field, I can see being annoyed by this, and wondering why I can't replace each field with its successor, rather than spending points for the less useful versions as well.

     

     

    I was looking at this from the opposite direction - the way xD&D does things, that you have to know at least as many weaker spells before you learn the more powerful ones.  And the above is one way to get to that - knowing Shield of the Master (FF 6 PD/6 ED) also means I know Shield of the Journeyman(FF 4 PD/4 ED) and Shield of the Initiate(FF 2 PD/2 ED), not because you're buying them again, because it's the special effect of using the Power at less than full intensity.  It works for Ice Dart, Ice Arrow, Ice Spear, Ice Lance, but requires a bit of rules tweaking to go from a single target Fire Dart  to area affecting Fire Ball and Fire Blast.

     

    Chris.

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