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grump

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  1. Re: 6E: Weaponmaster, Deadly Blow, and Killing dice Repped. Thanks, that's exactly what I was looking for (hadn't gotten that far in the book yet, either). After thinking about this, I find myself falling in line with the consensus in this thread. The proliferation of Deadly Blow in my game served as testament to its cost-effectiveness, and we wound up imposing constraints on its use, too. Now, with the change in how this talent is modeled and the increase in base points, I think it's more in-line with my impression of how effective an ability should be, for the points spent. Thanks for you input, everyone.
  2. In the example on page 329 (Eklipzor the Darkweaver...), the value of the NND advantage is listed as +1. If Killing attacks affect resistant defenses (listed as Common under AVAD), and the defense is equivalent to Life Support (listed as Rare), that should be two steps up the table for +1. Then the "All or Nothing" NND nature of the attack should kick in, dropping the value by 1/2 to +1/2. Am I adding this up right?
  3. Okay, let's ignore the design philosophy aspect and concentrate on the mechanics. In Hero, the more points you spend on something, the more effective that something becomes; if I have an attack and I spend the points on the AVAD advantage, I gain effectiveness by virtue of being able to apply more of my effect roll to my target, most of the time. Now, 1d6K is 15 points, and the top-tier Weaponmaster talent (which adds 1d6K) is 24 points. The Weaponmaster talent also has builtin limitations that the straight damage doesn't; it requires that the character have a weapon to wield, and that weapon must be of an appropriate type (HTH vs. Ranged, must have the Real Weapon lim, etc.) Clearly, there must be some additional effectiveness built into the Weaponmaster talent to compensate, but I've read through it a few times now, and I'm not seeing it. Could you direct me to the relevant passage in either of the first two PDFs that says what bang my players are getting for their 9 character points of buck?
  4. I just got the PDF's, and I'm wondering about the cost changes for damage adding abilities. Specifically, I'm wondering why so many classes of deadly blow and weaponmaster cost more than just a plain die of killing damage, rather than less. Is there some additional functionality in these talents, above and beyond just buying more damage with appropriate limitations, as it was in 5E? I'm running a heroic game right now, and a number of my players have purchased Deadly Blow, and before I can convert to 6E, I need to know how to adjudicate this.
  5. Tempest (dimension-hopping supermage and father of two, with a CvK and an honor code at the Total level) would probably do something along these lines. First, he'd stop by radio shack and pick up a camcorder. Then, since he's a bit of a luddite, he'd have the team's gadgeteer show him how to work it. Then, he'd wait outside our friendly neighborhood sex offender's house with said camcorder for him to get started again. He'd start recording right after the small child appears, and stop recording right before the small child is dismissed. Then, armed with this evidence, he'd march to various experts in digital video recording, electronics, and magic (preferably parents themselves) and have them sign affidavits that the tape wasn't tampered with in any way. Then, after a brief lecture along the lines of "whatever you do, don't go to this guy's house (which happens to be at X address) and beat him up; let the police handle it," I'd call my contact in the L.A.P.D. and arrange to drop off my evidence. I'd make sure to give him the suspected felon's address, as well as inform him that the perpetrator seemed to have some non-combat-effective superpowers and that I'd spoken with the child in question and he didn't seem to remember anything. Then, in compliance with local laws, I'd go to each of his neighbors' houses and inform whoever was there that their neighbor is a suspected child molester, and that while he did seem to have some superpowers, they weren't combat effective, so they didn't have to worry about, for example, fire blasts or anything. I'd stress to them that nothing has been proven yet, and that it may take a while for formal charges to be brought, since his alleged victims didn't seem to remember a thing. Then, after a few days, if he was still alive, I'd leak the story to the press. Tempest has been around a long time, and he knows very well that human nature can be a sword and shield if need be. Of course, all this would be moot if Tempest didn't see him first. Our team consists of a highly moral yet strangely pragmatic bowman with +10 telescopic vision, find weakness 15-(or thereabouts), and a 3d6+1 penetrating RKA, a streetwise ex-con who's made no bones about using deadly force when he feels it's necessary (he's packing a chainsaw right now in anticipation of a rematch with one particularly nasty villain), a hot-tempered brick and the high-kicking, overprotective mother of his two children, an ex-counterterrorist espionage operative with lots of unsavory connections and an 8 year old son, another ex-spy who hates men anyway, and a few others who'd come along and bring popcorn. Come to think of it, in my team, I'm probably in the minority in not kicking this guy's butt myself. Oh, and for what it's worth, your GM has issues for springing this on you. Seriously. Hope this helps, -grump
  6. Here's something else to think about. I don't have my FRED on me (also bored at work), but I seem to remember that Adjustment powers like Aid can now apply adders and advantages. If that's the case, then an Aid with the requisite +1 advantage might also be able to counteract the limitations you've set up on the werewolves' defenses. Apply AoE:1hex (+1/2), Megascale (+1 1/4), Only vs. Werewolves (-1/4), and Standard Effect (+0) to the list of limitations you have for the CE, buy enough dice to cover the cost difference, and then link it to the CE. The CE still needs to happen, of course (since half of the earth will notice the full moon and other effects might happen because of it). However, it would sit better with me to have the dual power construct, because then my vampire players wouldn't be trying to create spells that create night in the daytime and relying on SFX to keep them from bursting into flame. My $0.02, -grump
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