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Duke Bushido

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  1. Thanks
    Duke Bushido reacted to Chris Goodwin in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    Actual play differs from the letter of the rules, universally enough that I'm a little surprised that the letter of the rules actually say what they do.  But indeed they do.  And the common sense rules you quoted above are exactly what I was looking for, thinking they were already in 6e. 
     
     
    Edit to add:  That would be a correct interpretation of the rules as written.  But rules as interpreted and game as played all follow the common sense rule.
     
    When I say this, I mean it as literally as the word "literally" literally means.  No one enforces the letter of these particular rules here.  The word "typically" that I bolded above ought to really read "universally" instead.  
     
    I think the book doesn't suggest it because everyone already does it, as a matter of common sense.  This really ought to be changed, in fact, to match practical use at the game table.  
  2. Haha
    Duke Bushido got a reaction from pawsplay in Dragon: rED/rPD 20   
    Hmmm....
     
    have to keep that handy for Urban Fantasy HERO:
     
    "That's right!  Bring your scaly ass 'round here again, and we will straight-up curb-stomp it!"
     
     

     
     
  3. Thanks
    Duke Bushido got a reaction from Chris Goodwin in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    Chris has, as he is known to do, given you some really solid advice on how to interpret that particular rule.  Frankly, his advice is probably better than my "ignore the heck out of that rule because that's what's confusing you." 
     
    What he said-- just assume that the character began decelerating during his previous movement-- is pretty much how it works out in play anyway.  Here is the other option:
     
    Everything is precisely mapped.  The Player has Slick moving at X meters per Phase.  The Player wants Slick to stop at a certain hex.  So now the Player must hold up the game while he breaks out the tape measure or starts counting hexes, then does some math, figuring he can drop "x" amount of velocity by moving "y" meters, and he wants to arrive at momentum 0 in hex T, and starts doing some math--- and the game is on pause while the player does all this  (I have no idea how old you are or how you got into RPGs, but if you remember the tactical war games they grew out of, you remember how tedious and time-consuming this can get-- _especially_ if it's not your turn.    ).  Finally, having arrived at the idea set up-- one which will preserve his momentum for as long as possible, and institute maximum braking at the last possible instant, he makes that first move.
     
    Then the next guy has a Phase, and he does the same thing.  Third guy things "Hey; I waited for them!  I didn't even _want_ to move, but now I just want to show them how irritating that was!" and he initiates his own algebra test to change his position.
     
    No one (except possibly Scott, who prefers the old war games and enjoys that tactical side of HERO a lot of people shy away from) plays like that.  Why?  Because it's just as practical to assume that the character has already made all these determinations for himself either prior to moving or on the fly while he was moving.   In play (and seriously: you can test this if you like), the end result of either method is _identical_: you arrive at point T at Phase P, just like you planned.  The only genuine difference is for obscenely high speeds (usually vehicles, honestly; flying ones) Slick might have that phase just before he stops at slightly less than top speed, which effects only the movement modifiers for his CV, and then by what-- ?  One?  Maybe?  _Possibly 2_?
     
    Don't get me wrong, now: if that level of modeling appeals to you, then by all means _do_ it!  The whole purpose of this game (or any other, really) is to have fun, so do it the way that provides you with the most entertainment possible.   No one here is going to judge you for how you play your game.
     
    If it helps, then consider this:
     
    Turning a Power "on" and "off" can also refer to the Endurance expended _using_ that Power: consider that the line that is troubling you _might_ be interpreted as "The character will spend the END for his movement power so long as he is moving," or "until his velocity is 0."
     
    As for concern about having to wait until your "Zero Phase" comes around again-- "It's Phase 0; I turn off my movement power since I'm not moving now" isn't inherently any different from "Since I stopped moving last Phase after my half-move, I'll go ahead and turn that movement power off."  I mean, if you weren't moving, you weren't burning END anyway, so what's the harm in declaring that's how it goes down? Or you can accept that on Zero Phase, you can declare "My power is being turned off, and will be off as soon as I stop moving."
     
    Either way, looking at it from the END expenditure point of view might help you wrestle the idea a little better.
     
     
     
     
     
    First: it is _not_ an incorrect conclusion.  And, if it helps, it also says--- granted, 6e says it less than other editions, but it does say it, and it says it several different ways-- that it is _your_ game, and you are free to use or not use any rules you want, and you are completely correct in doing so.  I understand wanting to do everything "by the books."  Seriously:  I get it. I, too, am attracted to the idea that I might possible by able to master seven books and a thousand pages and have all that at my fingertips.  Problematically, that's not going to happen (not because it isn't possible, but because I'm much happier with an older edition.  That's just me, though).  The biggest reason it's not going to happen is because of the optional rules.  It's not possible to use all of them because some of them will contradict other optional rules.  Once you get comfortable with the idea that "I'm not going to be able to use every single rule," it becomes much easier to accept "and I don't want to use this rule, either."  Just as an example  (Guys: this is not open for discussion; I am posting an example, okay?), were I to play 6e, there would be a Comeliness characteristic added to every character sheet and "Striking Appearance" would be highlighted with the biggest, blackest Sharpie I could find.  But again: that's just me.  Some people are happy using PRE to simulate Charisma; I am not.  No big deal: no one is going to crucify me over it, and I don't care that I'm the only one doing it.
     
    See?
     
    Anyway, to get back on track here, consider reading the line that troubles you as "the character must pay END for the movement power until he is not moving."   Consider that "turning it off" is _separate_ from not using it.  Frankly, "Zero Phase Action" in itself can cause some confusion, particularly since later rules sets establish that there is a set point in the Phase for them: you must do these before doing anything else."  You and I know that's not true.  You can drop something as a Zero Phase Action, but be honest:  how many things-- especially as a kid-- did you ever drop mid-run?  How many on accident?  How many on purpose?  Since we have proven that it's entirely real-world possible to do a Zero Phase Action in the middle of some other non-Zero action, why insist that they have to be done first?   (Yes; I understand that this is much easier and more in keeping with the wargaming roots of Champions / HERO System, but let's be honest:  it's not a war game anymore.  It _can_ be, but it isn't.  And I get that it's to keep players from "cheating" or "Changing their minds."  Two things there: everyone commits to something and changes their minds.  Not everything, but there's been something where you had to change your plan on the fly.  Second: I don't see the point in playing with people I can't trust to be honest.)  Consider even that "My Power will turn off at the end of this next half-move is a legitimate Zero Phase Action.  And consider that the troublesome line in the rules is referring to turning the power off in terms of END expenditure.
     
    Any of those should help you get a grip on it.
     
     
     
     
     
     
     
    A couple of notes:
     
    Most of the Ultimates are dedicated to a particular schtick, and thus a particular "main power" from which inspiration is drawn for other powers that could be built with shared special effects of this "main power."  Consider also that a lot of the rules-specific text, particularly in regard to that "main power," is pulled directly from a core rule book.   Lastly, consider that the guy who wrote the rules and believed that this line was clear and self-explanatory also co-wrote the Ultimate Speedster.  I have no doubt that he simply didn't realize that this line is not as clear as he thought it was, and so it remained in every book since the line was first printed.
     
     
    Just a thought, but again- if it's anything that will help you, feel free to mull it over.
     
     
    Have fun.  I've got to root through my desktop to find something for Scott.
     
     
    Later!
     
     
     
  4. Like
    Duke Bushido got a reaction from Chris Goodwin in Mental Invis   
    Up front:  
     
    I am _not_ calling you wrong; I want you especially, and everyone else who might still be following along (we're almost at page 3, when it just becomes a philosophy discussion-- and where I try to bow out, because by page 4, it's a shouting match ) to understand that you are _not_ wrong when you say :
     
    3 separate groups: bending light, being transparent, or simply being unnoticed.
     
    You're not wrong.
     
     
    I want to raise the point, however, that the absolute ultimate in-game mechanical effect of "invisibility" (which I am sorely tempted to rename "unnoticed" ) is that no one knows you were / are still here / there.  You can stand in the corner at any board meeting and no one will know you are there.  You walk straight up to the villain and poke him directly in the Stun and he will do nothing to defend himself (the first time) because he doesn't know you're there.
     
    Side effects of no one knowing you're there include no one remembering you were there and you officially have the most terrifying of all evil twins, but I'm getting ahead of myself.
     
    I would like to point out that 2 of the 3 three groups to which you referred are by themselves neither Invisibility nor necessary mechanical components of it, but are in fact _special effects_ of / justifications for being invisible.  For example, should a person be able to bend light around himself in such a way that he is edited out of your visual perception, you won't notice he's there, and since you don't notice he's there, you won't remember him being there.  If you are able to become completely transparent, well then you really don't need to bend light at all: people just aren't going see you because they can look right through you.  (and of course, if you can bend light, you can dress like a flamenco dancer and still not be seen).   
     
    That leaves "being unnoticed."  Well, that right there-- _that_ is the absolute heart of Invisibility.  No matter how you achieve the result, the result you are after is "no one notices me."  I put forward the idea that-- pedantry and semantics and etymology aside, _within the game mechanics_, "being unnoticeable" is the _single_ definition of Invisible.   How you achieve the state of being unnoticeable is pure SFX for your build.
     
    Maybe you bend light.  Maybe you (and your clothes) become perfectly transparent.  Maybe you radiate a constant mental command "you can't see me," causing the target's mind to edit you out of the target's perception and memories of you.
     
    I think, at this point, we are all agreed that this is valid (at least this time.  When I dusted off Fade a couple of lifetimes ago, it didn't go so well).
     
    So we have the power: Invisibility and the SFX "constant mental command."
     
    Now to the rest of the build-- what are the Modifiers-- the Advantages and Limitations?  Which ones are mandated because of the SFX? 
     
    Well, the Power rules _require_ "Fringe Effect," which you may want for your character.  But here's a nifty thing that, in today's ever-more-specific rules set you'd have to discuss with your GM, you might consider:  Decide that _your_ Fringe Effect doesn't work with a PER roll, but perhaps an EGO Roll!  You could do this to simulate that those unaffected have "some quality of mind" or "some quality of will power" that doesn't allow you to fully-dominate their subconscious, and their strength of will fights and does not edit you completely, hoping that your conscious mind will pick up on the attack, etc, etc, etc.
    Or you could make it an INT roll: you are so self-aware that you realize that _something_ isn't right; something is playing with your mind, and the source of it-- right there!  I swear I saw something!  No; There!   You see where that's going; I'm certain.
     
    Of course, the power description also gives you the option to buy off the fringe effect completely; you are free to do that.  Wait-- you've decided that this is a mental power, and that means---
     
     
    Nothing.  It doesn't mean a stinkin' thing.  It means you have decided on the special effects for your Invisibility; that's what it means.  You can leave the Fringe Effect based on a PER roll; that is the default.  Let's remember that the power is _not_ "affects light so that when the light is perceived you aren't there," and it is _not_ "the light passes right through me so that there is no image of me transmitted to the senses," and that the power is not "my chameleon abilities are so refined that every cell of my body projects an image of that which is behind me."  The power is "I am unnoticeable."  How you arrive there does _not_ change that, _NOR_ does it mandate _anything_ that you don't want to include in the build.
     
    For example: You _could_ use an EGO roll to detect the Fringe Effect.  You don't have to.  You don't even have to have a Fringe.
     
    You _could_ allow characters with higher EGO scores or Mental Defense to have some bonus-- some additional chance to detect you.  But never, _ever_ forget that no matter _what_ you picked for your special effect, you are _not_ mandated to choose certain modifiers, _ever_.  If you decided to take a custom Limitation: characters with EGO 15+ / EGO Defense have a +x to their PER roll to notice you, it's because that's how you _want_ the power to work.  It is _not_, and no matter how much you hear to the contrary, it is _never_ mandatory to take certain limitations because "your SFX mandates"-- that's nonsense being spouted by someone who might really believe he understands the difference between mechanics and SFX-- someone who may well have made great strides toward that very understanding, even!-- but as long as he believes that a particular SFX _mandates_ anything, he hasn't gotten there yet.  Either that, or he's reading more into the rules that was ever there.
     
    It is absolutely true that your SFX will open up interesting justifications for any modifiers that you may choose, particularly if you a very specific idea of how the power works, but no SFX will _ever_-- both by the source material and by the rules themselves-- _mandate_ anything you don't want.  You bought a 6d6 Energy Blast, AoE: Radius, Fireball?  It will very much work underwater and in outer space unless _you_ decide it doesn't.  "But there's no oxygen in outer space, so it can't work ther--"
    "This flame is my righteous and glorious fury.  The flames you see are merely mirrors of my incredible passion.  This fire needs no oxygen!"
     
    Don't let someone tell you that "justifiable equals mandate."  That just makes it so much harder for anyone following along to learn to separate mechanics from SFX.
     
     
     
  5. Haha
    Duke Bushido got a reaction from Chris Goodwin in Mental Invis   
    Moi?!  🤯
     
    Perish the thought!
     
     

     
     
     
     
  6. Like
    Duke Bushido got a reaction from Chris Goodwin in Mental Invis   
    With every bit of respect I am capable of offering:
     
    Oh, no....    I'm not getting suckered into that one again!   
     
     
    To explain:  some time ago, I participated in a discussion on the same topic and was shouted down as being "too stingy" and "too liberal," and my favorite, "wrong" because if it's the mental command "ignore me!" then it should be mind control, period, and all else was wrong, wrong, wrong.
     
    (you may have noticed that I _never_ post builds, _ever_.   It's the history of Bash Behavior from way back when that guarantees I never will.)  I don't expect anything I come up with in response to any question or to my own needs to be perfect, or to even be what someone else is looking for; really I don't.  But I am _not_ going to put work into something just to have it insulted out of hat without any actual discussion as to why.  Yeah, it's not so bad these days as it once was, but still-- lesson learned. 
     
     
    Then more recently I screwed up and alluded to a villain I dusted off whose invisibility is the continuous mental command "forget me" and got a few waves of "no; that's not inviso" and "no; you can't do that."  (let's be fair:  it's my game.  I can set the stinking table on fire if I want to, right?    )   Lesson remembered.
     
     
    So let me offer this:
     
    Keep in mind that defining it as a mental command means, as you point out, that it won't work against non-sentient recording instruments, but that it _will_ work equally as well against the character with Damage Reduction: EGO-based attacks and an EGO of 80  as it does against Captain Orange Patriot with his susceptibility to any thought-based power and his raw EGO of 6.
     
    In short: there's undeniably some disadvantage in there, but it's accompanied by some considerable advantages as well-- at least in terms of the SFX / description of the power.
     
     
  7. Haha
    Duke Bushido got a reaction from Chris Goodwin in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    Sorry,  Chris.
     
    I wanted to Like that, but apparently I have overreacted again today...
     

     
     
  8. Like
    Duke Bushido got a reaction from massey in Mental Invis   
    Up front:  
     
    I am _not_ calling you wrong; I want you especially, and everyone else who might still be following along (we're almost at page 3, when it just becomes a philosophy discussion-- and where I try to bow out, because by page 4, it's a shouting match ) to understand that you are _not_ wrong when you say :
     
    3 separate groups: bending light, being transparent, or simply being unnoticed.
     
    You're not wrong.
     
     
    I want to raise the point, however, that the absolute ultimate in-game mechanical effect of "invisibility" (which I am sorely tempted to rename "unnoticed" ) is that no one knows you were / are still here / there.  You can stand in the corner at any board meeting and no one will know you are there.  You walk straight up to the villain and poke him directly in the Stun and he will do nothing to defend himself (the first time) because he doesn't know you're there.
     
    Side effects of no one knowing you're there include no one remembering you were there and you officially have the most terrifying of all evil twins, but I'm getting ahead of myself.
     
    I would like to point out that 2 of the 3 three groups to which you referred are by themselves neither Invisibility nor necessary mechanical components of it, but are in fact _special effects_ of / justifications for being invisible.  For example, should a person be able to bend light around himself in such a way that he is edited out of your visual perception, you won't notice he's there, and since you don't notice he's there, you won't remember him being there.  If you are able to become completely transparent, well then you really don't need to bend light at all: people just aren't going see you because they can look right through you.  (and of course, if you can bend light, you can dress like a flamenco dancer and still not be seen).   
     
    That leaves "being unnoticed."  Well, that right there-- _that_ is the absolute heart of Invisibility.  No matter how you achieve the result, the result you are after is "no one notices me."  I put forward the idea that-- pedantry and semantics and etymology aside, _within the game mechanics_, "being unnoticeable" is the _single_ definition of Invisible.   How you achieve the state of being unnoticeable is pure SFX for your build.
     
    Maybe you bend light.  Maybe you (and your clothes) become perfectly transparent.  Maybe you radiate a constant mental command "you can't see me," causing the target's mind to edit you out of the target's perception and memories of you.
     
    I think, at this point, we are all agreed that this is valid (at least this time.  When I dusted off Fade a couple of lifetimes ago, it didn't go so well).
     
    So we have the power: Invisibility and the SFX "constant mental command."
     
    Now to the rest of the build-- what are the Modifiers-- the Advantages and Limitations?  Which ones are mandated because of the SFX? 
     
    Well, the Power rules _require_ "Fringe Effect," which you may want for your character.  But here's a nifty thing that, in today's ever-more-specific rules set you'd have to discuss with your GM, you might consider:  Decide that _your_ Fringe Effect doesn't work with a PER roll, but perhaps an EGO Roll!  You could do this to simulate that those unaffected have "some quality of mind" or "some quality of will power" that doesn't allow you to fully-dominate their subconscious, and their strength of will fights and does not edit you completely, hoping that your conscious mind will pick up on the attack, etc, etc, etc.
    Or you could make it an INT roll: you are so self-aware that you realize that _something_ isn't right; something is playing with your mind, and the source of it-- right there!  I swear I saw something!  No; There!   You see where that's going; I'm certain.
     
    Of course, the power description also gives you the option to buy off the fringe effect completely; you are free to do that.  Wait-- you've decided that this is a mental power, and that means---
     
     
    Nothing.  It doesn't mean a stinkin' thing.  It means you have decided on the special effects for your Invisibility; that's what it means.  You can leave the Fringe Effect based on a PER roll; that is the default.  Let's remember that the power is _not_ "affects light so that when the light is perceived you aren't there," and it is _not_ "the light passes right through me so that there is no image of me transmitted to the senses," and that the power is not "my chameleon abilities are so refined that every cell of my body projects an image of that which is behind me."  The power is "I am unnoticeable."  How you arrive there does _not_ change that, _NOR_ does it mandate _anything_ that you don't want to include in the build.
     
    For example: You _could_ use an EGO roll to detect the Fringe Effect.  You don't have to.  You don't even have to have a Fringe.
     
    You _could_ allow characters with higher EGO scores or Mental Defense to have some bonus-- some additional chance to detect you.  But never, _ever_ forget that no matter _what_ you picked for your special effect, you are _not_ mandated to choose certain modifiers, _ever_.  If you decided to take a custom Limitation: characters with EGO 15+ / EGO Defense have a +x to their PER roll to notice you, it's because that's how you _want_ the power to work.  It is _not_, and no matter how much you hear to the contrary, it is _never_ mandatory to take certain limitations because "your SFX mandates"-- that's nonsense being spouted by someone who might really believe he understands the difference between mechanics and SFX-- someone who may well have made great strides toward that very understanding, even!-- but as long as he believes that a particular SFX _mandates_ anything, he hasn't gotten there yet.  Either that, or he's reading more into the rules that was ever there.
     
    It is absolutely true that your SFX will open up interesting justifications for any modifiers that you may choose, particularly if you a very specific idea of how the power works, but no SFX will _ever_-- both by the source material and by the rules themselves-- _mandate_ anything you don't want.  You bought a 6d6 Energy Blast, AoE: Radius, Fireball?  It will very much work underwater and in outer space unless _you_ decide it doesn't.  "But there's no oxygen in outer space, so it can't work ther--"
    "This flame is my righteous and glorious fury.  The flames you see are merely mirrors of my incredible passion.  This fire needs no oxygen!"
     
    Don't let someone tell you that "justifiable equals mandate."  That just makes it so much harder for anyone following along to learn to separate mechanics from SFX.
     
     
     
  9. Like
    Duke Bushido got a reaction from Chris Goodwin in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    Ah; yes.  I see what youre asking now.  My appologies for misunderstanding.
     
    You are inquiring, I believe,about decellrating; correct?  If so, then there are rules for deceleration and acelleration.  It is assumed that you will drop to velocity zero before you turn off your running, or at leasr to velocity 12m, which is non-super running speed.
     
    You can, of course, opt to turn off a power while moving at speed, but you will enter the movement type equivalent of freefall.  Not Terri le if you are flying or swimming, but pretty rough on the face if you are running.     
     
     
  10. Like
    Duke Bushido got a reaction from Chris Goodwin in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    I probably should have added this:
     
    By and large, I ignore the decel rules for runners.  I do _not_ ignore them ror "Flight, only when touching a surface."  After all, thats nit the running mechanic (though it is very similar).  Primarily, I sont mind giving that little edge to the guy who bought the full-priced version of the power, and thw source material (or at least the flash TV show and thr Lego Flash cartoon my kids downloaded) supports the ideas that super-runners stop on a dime and take off like humming birds.
     
     
  11. Like
    Duke Bushido got a reaction from Hotspur in Mental Invis   
    Up front:  
     
    I am _not_ calling you wrong; I want you especially, and everyone else who might still be following along (we're almost at page 3, when it just becomes a philosophy discussion-- and where I try to bow out, because by page 4, it's a shouting match ) to understand that you are _not_ wrong when you say :
     
    3 separate groups: bending light, being transparent, or simply being unnoticed.
     
    You're not wrong.
     
     
    I want to raise the point, however, that the absolute ultimate in-game mechanical effect of "invisibility" (which I am sorely tempted to rename "unnoticed" ) is that no one knows you were / are still here / there.  You can stand in the corner at any board meeting and no one will know you are there.  You walk straight up to the villain and poke him directly in the Stun and he will do nothing to defend himself (the first time) because he doesn't know you're there.
     
    Side effects of no one knowing you're there include no one remembering you were there and you officially have the most terrifying of all evil twins, but I'm getting ahead of myself.
     
    I would like to point out that 2 of the 3 three groups to which you referred are by themselves neither Invisibility nor necessary mechanical components of it, but are in fact _special effects_ of / justifications for being invisible.  For example, should a person be able to bend light around himself in such a way that he is edited out of your visual perception, you won't notice he's there, and since you don't notice he's there, you won't remember him being there.  If you are able to become completely transparent, well then you really don't need to bend light at all: people just aren't going see you because they can look right through you.  (and of course, if you can bend light, you can dress like a flamenco dancer and still not be seen).   
     
    That leaves "being unnoticed."  Well, that right there-- _that_ is the absolute heart of Invisibility.  No matter how you achieve the result, the result you are after is "no one notices me."  I put forward the idea that-- pedantry and semantics and etymology aside, _within the game mechanics_, "being unnoticeable" is the _single_ definition of Invisible.   How you achieve the state of being unnoticeable is pure SFX for your build.
     
    Maybe you bend light.  Maybe you (and your clothes) become perfectly transparent.  Maybe you radiate a constant mental command "you can't see me," causing the target's mind to edit you out of the target's perception and memories of you.
     
    I think, at this point, we are all agreed that this is valid (at least this time.  When I dusted off Fade a couple of lifetimes ago, it didn't go so well).
     
    So we have the power: Invisibility and the SFX "constant mental command."
     
    Now to the rest of the build-- what are the Modifiers-- the Advantages and Limitations?  Which ones are mandated because of the SFX? 
     
    Well, the Power rules _require_ "Fringe Effect," which you may want for your character.  But here's a nifty thing that, in today's ever-more-specific rules set you'd have to discuss with your GM, you might consider:  Decide that _your_ Fringe Effect doesn't work with a PER roll, but perhaps an EGO Roll!  You could do this to simulate that those unaffected have "some quality of mind" or "some quality of will power" that doesn't allow you to fully-dominate their subconscious, and their strength of will fights and does not edit you completely, hoping that your conscious mind will pick up on the attack, etc, etc, etc.
    Or you could make it an INT roll: you are so self-aware that you realize that _something_ isn't right; something is playing with your mind, and the source of it-- right there!  I swear I saw something!  No; There!   You see where that's going; I'm certain.
     
    Of course, the power description also gives you the option to buy off the fringe effect completely; you are free to do that.  Wait-- you've decided that this is a mental power, and that means---
     
     
    Nothing.  It doesn't mean a stinkin' thing.  It means you have decided on the special effects for your Invisibility; that's what it means.  You can leave the Fringe Effect based on a PER roll; that is the default.  Let's remember that the power is _not_ "affects light so that when the light is perceived you aren't there," and it is _not_ "the light passes right through me so that there is no image of me transmitted to the senses," and that the power is not "my chameleon abilities are so refined that every cell of my body projects an image of that which is behind me."  The power is "I am unnoticeable."  How you arrive there does _not_ change that, _NOR_ does it mandate _anything_ that you don't want to include in the build.
     
    For example: You _could_ use an EGO roll to detect the Fringe Effect.  You don't have to.  You don't even have to have a Fringe.
     
    You _could_ allow characters with higher EGO scores or Mental Defense to have some bonus-- some additional chance to detect you.  But never, _ever_ forget that no matter _what_ you picked for your special effect, you are _not_ mandated to choose certain modifiers, _ever_.  If you decided to take a custom Limitation: characters with EGO 15+ / EGO Defense have a +x to their PER roll to notice you, it's because that's how you _want_ the power to work.  It is _not_, and no matter how much you hear to the contrary, it is _never_ mandatory to take certain limitations because "your SFX mandates"-- that's nonsense being spouted by someone who might really believe he understands the difference between mechanics and SFX-- someone who may well have made great strides toward that very understanding, even!-- but as long as he believes that a particular SFX _mandates_ anything, he hasn't gotten there yet.  Either that, or he's reading more into the rules that was ever there.
     
    It is absolutely true that your SFX will open up interesting justifications for any modifiers that you may choose, particularly if you a very specific idea of how the power works, but no SFX will _ever_-- both by the source material and by the rules themselves-- _mandate_ anything you don't want.  You bought a 6d6 Energy Blast, AoE: Radius, Fireball?  It will very much work underwater and in outer space unless _you_ decide it doesn't.  "But there's no oxygen in outer space, so it can't work ther--"
    "This flame is my righteous and glorious fury.  The flames you see are merely mirrors of my incredible passion.  This fire needs no oxygen!"
     
    Don't let someone tell you that "justifiable equals mandate."  That just makes it so much harder for anyone following along to learn to separate mechanics from SFX.
     
     
     
  12. Thanks
    Duke Bushido reacted to Grailknight in Mental Invis   
    Bravo! A trifle longwinded but pretty close to perfect.
     
    While you can use other mechanics, using Invisibility, the specific mechanic being desired makes things much simpler.
     
    Why? Because it is an absolute. If you buy off the fringe, you will be invisible to everyone who doesn't have an Enhanced Sense you didn't cover or to those you chose to allow a loophole to. You choose to have a limitation that fits your SFX and that makes the power work as you want it to.
     
    Using Mind Control or Mental Illusion, can work but introduce so many points of failure. 
    -The value of the command depends on the circumstances and the target. It shouldn't be harder to fool a guard at secure sight than the kid taking tickets at the cineplex but it is.
    -Expense. You're gonna need a 6 DC's minimum with AOE to walk through a crowded room of people who aren't alert for intruders. Hope there's no one with a 13 EGO there like a noisy reporter or off duty cop.
    - Failure. Those targets of Mental Powers get Breakout rolls. They also see you until you before they enter and after they leave your AOE(good for dramatic scenes, terrible for being undiscovered) Also you could just roll bad(fixable with standard effect but that add more to the expense)
     
    Invisibility avoids all of those.
  13. Like
    Duke Bushido reacted to JmOz in Help with limitation: Retains Color Palette   
    Yup, thank you, given as an example for the use of Perceivable.  so -1/4, like my name for it better (as it is more understandable IMO
  14. Thanks
    Duke Bushido got a reaction from Grailknight in Mental Invis   
    Up front:  
     
    I am _not_ calling you wrong; I want you especially, and everyone else who might still be following along (we're almost at page 3, when it just becomes a philosophy discussion-- and where I try to bow out, because by page 4, it's a shouting match ) to understand that you are _not_ wrong when you say :
     
    3 separate groups: bending light, being transparent, or simply being unnoticed.
     
    You're not wrong.
     
     
    I want to raise the point, however, that the absolute ultimate in-game mechanical effect of "invisibility" (which I am sorely tempted to rename "unnoticed" ) is that no one knows you were / are still here / there.  You can stand in the corner at any board meeting and no one will know you are there.  You walk straight up to the villain and poke him directly in the Stun and he will do nothing to defend himself (the first time) because he doesn't know you're there.
     
    Side effects of no one knowing you're there include no one remembering you were there and you officially have the most terrifying of all evil twins, but I'm getting ahead of myself.
     
    I would like to point out that 2 of the 3 three groups to which you referred are by themselves neither Invisibility nor necessary mechanical components of it, but are in fact _special effects_ of / justifications for being invisible.  For example, should a person be able to bend light around himself in such a way that he is edited out of your visual perception, you won't notice he's there, and since you don't notice he's there, you won't remember him being there.  If you are able to become completely transparent, well then you really don't need to bend light at all: people just aren't going see you because they can look right through you.  (and of course, if you can bend light, you can dress like a flamenco dancer and still not be seen).   
     
    That leaves "being unnoticed."  Well, that right there-- _that_ is the absolute heart of Invisibility.  No matter how you achieve the result, the result you are after is "no one notices me."  I put forward the idea that-- pedantry and semantics and etymology aside, _within the game mechanics_, "being unnoticeable" is the _single_ definition of Invisible.   How you achieve the state of being unnoticeable is pure SFX for your build.
     
    Maybe you bend light.  Maybe you (and your clothes) become perfectly transparent.  Maybe you radiate a constant mental command "you can't see me," causing the target's mind to edit you out of the target's perception and memories of you.
     
    I think, at this point, we are all agreed that this is valid (at least this time.  When I dusted off Fade a couple of lifetimes ago, it didn't go so well).
     
    So we have the power: Invisibility and the SFX "constant mental command."
     
    Now to the rest of the build-- what are the Modifiers-- the Advantages and Limitations?  Which ones are mandated because of the SFX? 
     
    Well, the Power rules _require_ "Fringe Effect," which you may want for your character.  But here's a nifty thing that, in today's ever-more-specific rules set you'd have to discuss with your GM, you might consider:  Decide that _your_ Fringe Effect doesn't work with a PER roll, but perhaps an EGO Roll!  You could do this to simulate that those unaffected have "some quality of mind" or "some quality of will power" that doesn't allow you to fully-dominate their subconscious, and their strength of will fights and does not edit you completely, hoping that your conscious mind will pick up on the attack, etc, etc, etc.
    Or you could make it an INT roll: you are so self-aware that you realize that _something_ isn't right; something is playing with your mind, and the source of it-- right there!  I swear I saw something!  No; There!   You see where that's going; I'm certain.
     
    Of course, the power description also gives you the option to buy off the fringe effect completely; you are free to do that.  Wait-- you've decided that this is a mental power, and that means---
     
     
    Nothing.  It doesn't mean a stinkin' thing.  It means you have decided on the special effects for your Invisibility; that's what it means.  You can leave the Fringe Effect based on a PER roll; that is the default.  Let's remember that the power is _not_ "affects light so that when the light is perceived you aren't there," and it is _not_ "the light passes right through me so that there is no image of me transmitted to the senses," and that the power is not "my chameleon abilities are so refined that every cell of my body projects an image of that which is behind me."  The power is "I am unnoticeable."  How you arrive there does _not_ change that, _NOR_ does it mandate _anything_ that you don't want to include in the build.
     
    For example: You _could_ use an EGO roll to detect the Fringe Effect.  You don't have to.  You don't even have to have a Fringe.
     
    You _could_ allow characters with higher EGO scores or Mental Defense to have some bonus-- some additional chance to detect you.  But never, _ever_ forget that no matter _what_ you picked for your special effect, you are _not_ mandated to choose certain modifiers, _ever_.  If you decided to take a custom Limitation: characters with EGO 15+ / EGO Defense have a +x to their PER roll to notice you, it's because that's how you _want_ the power to work.  It is _not_, and no matter how much you hear to the contrary, it is _never_ mandatory to take certain limitations because "your SFX mandates"-- that's nonsense being spouted by someone who might really believe he understands the difference between mechanics and SFX-- someone who may well have made great strides toward that very understanding, even!-- but as long as he believes that a particular SFX _mandates_ anything, he hasn't gotten there yet.  Either that, or he's reading more into the rules that was ever there.
     
    It is absolutely true that your SFX will open up interesting justifications for any modifiers that you may choose, particularly if you a very specific idea of how the power works, but no SFX will _ever_-- both by the source material and by the rules themselves-- _mandate_ anything you don't want.  You bought a 6d6 Energy Blast, AoE: Radius, Fireball?  It will very much work underwater and in outer space unless _you_ decide it doesn't.  "But there's no oxygen in outer space, so it can't work ther--"
    "This flame is my righteous and glorious fury.  The flames you see are merely mirrors of my incredible passion.  This fire needs no oxygen!"
     
    Don't let someone tell you that "justifiable equals mandate."  That just makes it so much harder for anyone following along to learn to separate mechanics from SFX.
     
     
     
  15. Like
    Duke Bushido got a reaction from massey in Mental Invis   
    With every bit of respect I am capable of offering:
     
    Oh, no....    I'm not getting suckered into that one again!   
     
     
    To explain:  some time ago, I participated in a discussion on the same topic and was shouted down as being "too stingy" and "too liberal," and my favorite, "wrong" because if it's the mental command "ignore me!" then it should be mind control, period, and all else was wrong, wrong, wrong.
     
    (you may have noticed that I _never_ post builds, _ever_.   It's the history of Bash Behavior from way back when that guarantees I never will.)  I don't expect anything I come up with in response to any question or to my own needs to be perfect, or to even be what someone else is looking for; really I don't.  But I am _not_ going to put work into something just to have it insulted out of hat without any actual discussion as to why.  Yeah, it's not so bad these days as it once was, but still-- lesson learned. 
     
     
    Then more recently I screwed up and alluded to a villain I dusted off whose invisibility is the continuous mental command "forget me" and got a few waves of "no; that's not inviso" and "no; you can't do that."  (let's be fair:  it's my game.  I can set the stinking table on fire if I want to, right?    )   Lesson remembered.
     
     
    So let me offer this:
     
    Keep in mind that defining it as a mental command means, as you point out, that it won't work against non-sentient recording instruments, but that it _will_ work equally as well against the character with Damage Reduction: EGO-based attacks and an EGO of 80  as it does against Captain Orange Patriot with his susceptibility to any thought-based power and his raw EGO of 6.
     
    In short: there's undeniably some disadvantage in there, but it's accompanied by some considerable advantages as well-- at least in terms of the SFX / description of the power.
     
     
  16. Like
    Duke Bushido reacted to Chris Goodwin in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    This is such an edge case scenario that it's not likely to come up until you're a lot more comfortable with the bulk of the rules.  And if it does come up before then, it's likely you'll have a lot more context from the current situation that you'll still be able to make a ruling.  
     
    As I said on the Discord, the mantra is usually common sense, dramatic sense, and special effects.  And an optional fourth part: let the dice decide.  You can certainly let the player make a DEX Roll, and determine what happens from that.  (Dirty little GM secret: a lot of times "make a ___ roll" is shorthand for, if the player rolls really well or really poorly it's obvious as to what happens, and sometimes the act of them rolling gives you that extra time to figure out what happens if it's close.)  
     
    See also The Ultimate Speedster.
  17. Like
    Duke Bushido got a reaction from massey in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    Yeah....
     
    That....    That's one of those moments where clean, plain, simple language still manages to pile up into lawyerspeak: that is to say, the inclusion of something that would seem completely unnecessary, which leads to complicating something that should be extremely simple.
     
    So, what that says:
     
    The character may not stop Running until he stops running.
    The character may not stop Flight until he stops flying.
    The character may not stop Swimming until he stops swimming.
     
    More simply: you can't turn off a Power and still be using it.  Now what I just say sounds a little goofy, but the more clearly-stated version of that is "you can't use a power that is turned off," and that's not something anyone would find necessary to say, in light of all the other discussion of turning powers off and on.
     
    So:  If you're running at 100kph, you can't decide to "turn off your running."   
     
    For I what it's worth, I find that rule to be a violation of the spirit of the HERO system anyway.  If some part of my harebrained scheme to take out the villain involves "I accelerate to 200kph, turn off my running, stumble and roll along the pavement in great agony until my momentum is spent," then I should be allowed to do that.  No sane person would want to, but the insane should be allowed to (well, the sane, too; I just don't see it coming up as often).
     
    Now here's the part of that which saw the most discussion at my own tables:
     
     
    I have Flight, 10."  Given the current height at which I am flying, I can fall faster at terminal velocity than I can with Flight.  While dropping onto this strange new planet with my jump pack, the eggheads figure it's best for me to fly to a particular altitude directly over the beacon and _cut the pack_ for a full thirty seconds.   Then fire up the pack, full open to slow myself.  When the G-meter drops to .5, cut the pack again for another twenty seconds; repeat...."
     
    I haven't landed, but I most certainly stopped using Flight-- several times.   The argument can be made that I'm not flying; I'm falling.  So what's slowing me down?  Is the rocket pack some sort of platform on which I've landed and left and landed and left?  Is it "Gliding" like a parachute?
     
    A much more technical argument can be made that the entire process, from drop to planetary touchdown, is "the entire flight."  Problematically, we play that game turn by turn and even phase by phase.  How much END / Fuel Charge should I pay for the five turns it was "off" the first time?  Of the full twenty segments I wasn't using it the next time it was off the second time?
     
     
    Going less sciencey:
     
    "It's no good; I'm not going to make it; too much blood....   tired...    "  Captain Guywitwingz knows his time has come, yet he keeps pushing.  There must be something-- _something_-- one last way to serve his teammates, to thwart the enemy.  Then he sees the child, far below.  His Guywitwingz Vision-- part and universal parcel of the Guywitwingz package he received via that origin he had so many years ago recently, have allowed him to find the child.  He has escaped the Nazis, and is running for his life, but one of them-- one of them is about to stumble across the child's hiding spot!  "I can't.... I can't..."  He knows he doesn't have the END to fly down to the child, grab the child, and fly away.  What to do?!  The world is black, spinning.....   If only he could just stop flying and fall out of the sky, his impressive Guywitwingz physique would sure drop the Nazi in his tracks.    No...  the world just doesn't work that way....   The good captain knows that it's too late now....  without the power to fly down to the ground, he is going to become another of the thousands of floating dead, stuck here in the sky...   He couldn't even wish to be his own headstone for all eternity, because he was either going to be eaten, rot away, or get hit by a plane, eventually.....
     
     
    That rule, at our table, received the ignominious Black Highlighter Award, and has not been uttered aloud since the Ceremony of Deserved Desecration.
     
    It's your game, no matter what, but I would highly encourage you ignore that rule as well, and let, in the oft-oft-oft repeated words of 6e, "let common sense and dramatic sense" be the judge of when a character can or cannot turn off a power.  It certainly seems more right than a rule that says "your common sense and dramatic sense are utter crap; do this instead."
     

     
     
  18. Haha
    Duke Bushido reacted to tiger in TPP Villain Compendium I   
    True, just don't know how many pages it will end up being 😄
  19. Like
    Duke Bushido got a reaction from Grailknight in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    Yeah....
     
    That....    That's one of those moments where clean, plain, simple language still manages to pile up into lawyerspeak: that is to say, the inclusion of something that would seem completely unnecessary, which leads to complicating something that should be extremely simple.
     
    So, what that says:
     
    The character may not stop Running until he stops running.
    The character may not stop Flight until he stops flying.
    The character may not stop Swimming until he stops swimming.
     
    More simply: you can't turn off a Power and still be using it.  Now what I just say sounds a little goofy, but the more clearly-stated version of that is "you can't use a power that is turned off," and that's not something anyone would find necessary to say, in light of all the other discussion of turning powers off and on.
     
    So:  If you're running at 100kph, you can't decide to "turn off your running."   
     
    For I what it's worth, I find that rule to be a violation of the spirit of the HERO system anyway.  If some part of my harebrained scheme to take out the villain involves "I accelerate to 200kph, turn off my running, stumble and roll along the pavement in great agony until my momentum is spent," then I should be allowed to do that.  No sane person would want to, but the insane should be allowed to (well, the sane, too; I just don't see it coming up as often).
     
    Now here's the part of that which saw the most discussion at my own tables:
     
     
    I have Flight, 10."  Given the current height at which I am flying, I can fall faster at terminal velocity than I can with Flight.  While dropping onto this strange new planet with my jump pack, the eggheads figure it's best for me to fly to a particular altitude directly over the beacon and _cut the pack_ for a full thirty seconds.   Then fire up the pack, full open to slow myself.  When the G-meter drops to .5, cut the pack again for another twenty seconds; repeat...."
     
    I haven't landed, but I most certainly stopped using Flight-- several times.   The argument can be made that I'm not flying; I'm falling.  So what's slowing me down?  Is the rocket pack some sort of platform on which I've landed and left and landed and left?  Is it "Gliding" like a parachute?
     
    A much more technical argument can be made that the entire process, from drop to planetary touchdown, is "the entire flight."  Problematically, we play that game turn by turn and even phase by phase.  How much END / Fuel Charge should I pay for the five turns it was "off" the first time?  Of the full twenty segments I wasn't using it the next time it was off the second time?
     
     
    Going less sciencey:
     
    "It's no good; I'm not going to make it; too much blood....   tired...    "  Captain Guywitwingz knows his time has come, yet he keeps pushing.  There must be something-- _something_-- one last way to serve his teammates, to thwart the enemy.  Then he sees the child, far below.  His Guywitwingz Vision-- part and universal parcel of the Guywitwingz package he received via that origin he had so many years ago recently, have allowed him to find the child.  He has escaped the Nazis, and is running for his life, but one of them-- one of them is about to stumble across the child's hiding spot!  "I can't.... I can't..."  He knows he doesn't have the END to fly down to the child, grab the child, and fly away.  What to do?!  The world is black, spinning.....   If only he could just stop flying and fall out of the sky, his impressive Guywitwingz physique would sure drop the Nazi in his tracks.    No...  the world just doesn't work that way....   The good captain knows that it's too late now....  without the power to fly down to the ground, he is going to become another of the thousands of floating dead, stuck here in the sky...   He couldn't even wish to be his own headstone for all eternity, because he was either going to be eaten, rot away, or get hit by a plane, eventually.....
     
     
    That rule, at our table, received the ignominious Black Highlighter Award, and has not been uttered aloud since the Ceremony of Deserved Desecration.
     
    It's your game, no matter what, but I would highly encourage you ignore that rule as well, and let, in the oft-oft-oft repeated words of 6e, "let common sense and dramatic sense" be the judge of when a character can or cannot turn off a power.  It certainly seems more right than a rule that says "your common sense and dramatic sense are utter crap; do this instead."
     

     
     
  20. Like
    Duke Bushido reacted to Ninja-Bear in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    @Hey I Can Chan, well the simple answer is don’t worry about it. My group never did. We just worried about did you make a half (combat) move or full move. And really if you never played before I would highly suggest to just play at first like this. If you feel you need the momentum rules then when you get some experience under your belts, add it in. Remember to have fun and only use the rules you want to to have fun.
    And for the life of me I believe the rule you’re asking about only is for vehicles and such. Personal  movement isn’t affected by this rule. (Away from books right now.)
  21. Like
    Duke Bushido got a reaction from Spence in Mental Invis   
    Up front:  
     
    I am _not_ calling you wrong; I want you especially, and everyone else who might still be following along (we're almost at page 3, when it just becomes a philosophy discussion-- and where I try to bow out, because by page 4, it's a shouting match ) to understand that you are _not_ wrong when you say :
     
    3 separate groups: bending light, being transparent, or simply being unnoticed.
     
    You're not wrong.
     
     
    I want to raise the point, however, that the absolute ultimate in-game mechanical effect of "invisibility" (which I am sorely tempted to rename "unnoticed" ) is that no one knows you were / are still here / there.  You can stand in the corner at any board meeting and no one will know you are there.  You walk straight up to the villain and poke him directly in the Stun and he will do nothing to defend himself (the first time) because he doesn't know you're there.
     
    Side effects of no one knowing you're there include no one remembering you were there and you officially have the most terrifying of all evil twins, but I'm getting ahead of myself.
     
    I would like to point out that 2 of the 3 three groups to which you referred are by themselves neither Invisibility nor necessary mechanical components of it, but are in fact _special effects_ of / justifications for being invisible.  For example, should a person be able to bend light around himself in such a way that he is edited out of your visual perception, you won't notice he's there, and since you don't notice he's there, you won't remember him being there.  If you are able to become completely transparent, well then you really don't need to bend light at all: people just aren't going see you because they can look right through you.  (and of course, if you can bend light, you can dress like a flamenco dancer and still not be seen).   
     
    That leaves "being unnoticed."  Well, that right there-- _that_ is the absolute heart of Invisibility.  No matter how you achieve the result, the result you are after is "no one notices me."  I put forward the idea that-- pedantry and semantics and etymology aside, _within the game mechanics_, "being unnoticeable" is the _single_ definition of Invisible.   How you achieve the state of being unnoticeable is pure SFX for your build.
     
    Maybe you bend light.  Maybe you (and your clothes) become perfectly transparent.  Maybe you radiate a constant mental command "you can't see me," causing the target's mind to edit you out of the target's perception and memories of you.
     
    I think, at this point, we are all agreed that this is valid (at least this time.  When I dusted off Fade a couple of lifetimes ago, it didn't go so well).
     
    So we have the power: Invisibility and the SFX "constant mental command."
     
    Now to the rest of the build-- what are the Modifiers-- the Advantages and Limitations?  Which ones are mandated because of the SFX? 
     
    Well, the Power rules _require_ "Fringe Effect," which you may want for your character.  But here's a nifty thing that, in today's ever-more-specific rules set you'd have to discuss with your GM, you might consider:  Decide that _your_ Fringe Effect doesn't work with a PER roll, but perhaps an EGO Roll!  You could do this to simulate that those unaffected have "some quality of mind" or "some quality of will power" that doesn't allow you to fully-dominate their subconscious, and their strength of will fights and does not edit you completely, hoping that your conscious mind will pick up on the attack, etc, etc, etc.
    Or you could make it an INT roll: you are so self-aware that you realize that _something_ isn't right; something is playing with your mind, and the source of it-- right there!  I swear I saw something!  No; There!   You see where that's going; I'm certain.
     
    Of course, the power description also gives you the option to buy off the fringe effect completely; you are free to do that.  Wait-- you've decided that this is a mental power, and that means---
     
     
    Nothing.  It doesn't mean a stinkin' thing.  It means you have decided on the special effects for your Invisibility; that's what it means.  You can leave the Fringe Effect based on a PER roll; that is the default.  Let's remember that the power is _not_ "affects light so that when the light is perceived you aren't there," and it is _not_ "the light passes right through me so that there is no image of me transmitted to the senses," and that the power is not "my chameleon abilities are so refined that every cell of my body projects an image of that which is behind me."  The power is "I am unnoticeable."  How you arrive there does _not_ change that, _NOR_ does it mandate _anything_ that you don't want to include in the build.
     
    For example: You _could_ use an EGO roll to detect the Fringe Effect.  You don't have to.  You don't even have to have a Fringe.
     
    You _could_ allow characters with higher EGO scores or Mental Defense to have some bonus-- some additional chance to detect you.  But never, _ever_ forget that no matter _what_ you picked for your special effect, you are _not_ mandated to choose certain modifiers, _ever_.  If you decided to take a custom Limitation: characters with EGO 15+ / EGO Defense have a +x to their PER roll to notice you, it's because that's how you _want_ the power to work.  It is _not_, and no matter how much you hear to the contrary, it is _never_ mandatory to take certain limitations because "your SFX mandates"-- that's nonsense being spouted by someone who might really believe he understands the difference between mechanics and SFX-- someone who may well have made great strides toward that very understanding, even!-- but as long as he believes that a particular SFX _mandates_ anything, he hasn't gotten there yet.  Either that, or he's reading more into the rules that was ever there.
     
    It is absolutely true that your SFX will open up interesting justifications for any modifiers that you may choose, particularly if you a very specific idea of how the power works, but no SFX will _ever_-- both by the source material and by the rules themselves-- _mandate_ anything you don't want.  You bought a 6d6 Energy Blast, AoE: Radius, Fireball?  It will very much work underwater and in outer space unless _you_ decide it doesn't.  "But there's no oxygen in outer space, so it can't work ther--"
    "This flame is my righteous and glorious fury.  The flames you see are merely mirrors of my incredible passion.  This fire needs no oxygen!"
     
    Don't let someone tell you that "justifiable equals mandate."  That just makes it so much harder for anyone following along to learn to separate mechanics from SFX.
     
     
     
  22. Haha
    Duke Bushido reacted to archer in WWYCD?: Doppelgänger?   
    Most players seem to have the same default setting....
  23. Like
    Duke Bushido reacted to Spence in Mental Invis   
    Yep, been there or at least similar. 
    I actually took a couple year off from the boards.  I came back because there are some people I enjoy having discussions with and I had discovered the ignore function.  8 ignores and my entire experience has returned to great
     
    But I have noticed that Hero builds have changed in peoples minds.   The power names were always just tags for a game effect because you had to name them something.  But it has drifted from "determine SFX and end effect that you want to achieve and then use the best game mechanic to build it" to "The power is named X and by golly gee gumbo that is all it can do!!!".  Kind of a reverse where effects and intent is added after picking a mechanic rather than the other way.  And a lot of posters have become pretty vicious about being the one and only truth.  
     
    For me, I just browse these days and make an occasional comment when something catches my eye.
    I do miss the old boards sometimes. 
  24. Thanks
    Duke Bushido reacted to Hugh Neilson in Mental Invis   
    Popped an edit in my quote - I read in that your issue was not just "someone with a different opinion".  There is no one on these Boards who is more open to differing opinions than you are - whether you agree or not, you have always respected the other viewpoint, and you deserve no less from anyone whose opinions differ from yours.
  25. Like
    Duke Bushido reacted to unclevlad in Mental Invis   
    -3/4 for now.  
     
    The concept...well, it's not exactly new.  Heck, in D&D there's Psionic Invis.  There's the Star Wars "these aren't the droids you're looking for" taken metaphorically.  David Eddings' Sparhawk books...Flute does this.  "They see us, but their brain doesn't pay any attention to us."  Comics would *rarely* be a source, as I've barely read them in the last 30 years.
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