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mmshah

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  1. Re: 5pt+ Limited CSLs or 2 pt CSLs redundant? I'm talking about Limited CSLs, CSLs with limitations, these can only be used for OCV. The same is true for 2 pt CSLs.
  2. Under the 6E (and 5E, but OCV is not a stat in 5E) rules any limited CSL can only be applied to OCV, since OCV directly costs 5 points, this would make 8 or 10 pt CSLs that are limited pointless, since OCV (with the same limitation) is cheaper. Even 5 pt Limited CSLs would be worse then just Limited OCV (since they would not apply to all combat and are not persistent). Also 2 pt CSLs are only usable for OCV also, a Limited OCV would seem a simpler way to buy this. My question comes in the pricing of Limited OCV. Do I assign a value for a limitation on OCV consistent with equivalent pricing of CSLs? Or do I assign a value for the limitation of what I think its worth (more along the lines of Limited Power pricing guidelines)? Here's an example to show what I mean. 2 pt CSL gives +1 OCV to 1 attack +1 OCV 5 AP (Limited Power, only for 1 attack - 1 1/4, Nonpersistent -1/4) 2 RP 3 pt CSL gives +1 OCV to 3 maneuvers or +1 DCV (ranged or HTH or possibly both dependent on the maneuvers, or +Damage) +1 OCV 5 AP (Limited Power, only for 3 maneuvers - 1/2, NonPersistent -1/4) 3 RP For the 2 point CSL maybe the value for Limited Power is about right, however for the 3 pt CSL a value of -1/2 of Limited Power for just 3 maneuvers with no ability to add to DCV or Damage seems pretty incorrect. Any suggestions of what is a fair value for this, or should I just ignore that and try to follow the pricing of the CSLs? Another example would be what would be a fair price for (-Limited Power Only for HtH) on OCV? At the very least it has to be -1/4. Thanks
  3. Re: The SUPER Defense Power (6E) Thinking about this some more I came up with the following: Instead of comparing DN to RD or a combination of RD and PD/ED, which seems to come out in RD/ED/PD's favor. Lets compare a Limited form of DN (Only works on Stun -1/2) combined with a little RD versus the combo of RD/ED/PD that we did before. The reason for doing this is simple the amount of Body dealt by any attack is generally alot less then the Stun, so we don't need alot of ED/PD for the Body of an attack in fact its overkill but its necessary since we need it cover the Stun of an attack. So here goes: 12d6 DN (Only versus Stun -1/2) 40 Points 12 rPD 18 Points versus 12 rPD 18 Points 40 PD Now versus a Normal Attack the DN combo stops on average 12 Body and 54 Stun The RD/PD combo stops 52 Body and 52 Stun So as I noted the 52 Body is way overkill and the DN stops slightly more Stun on average. Now versus a Killing Attack: The DN combo stops 12 Body and 40 Stun The RD/PD combo stops 12 Body and 52 Stun This is due to the fact that Killing Attacks per die don't deal much Stun, thus it is much cheaper to stop the Stun of Killing Attacks by buying PD/ED. DN has the advantage that it still works on NNDs and AVLDs. Yes there is the DN adder to bypass DN but theres also penerating and Armor Piercing to bypass PD/ED. Even so it seems even in this scenario the RD/PD/ED case generally works out better. A Minor tweak I thought of, only buy enough levels of DN to round in your favor for example 1 level of DN with Only Stun Limitation costs 3 Points but 2 levels costs 7 Points, so instead buy 1 level of DN and 4 Points of normal defense (or some RD if you prefer) if you were going to only purchase 10 Points worth. Likewise if you want to buy more levels make sure it rounds in your favor or buy a level less and buy a few points of RD or PD to cover the difference. If someone can suggest a way to improve upon this maybe we can a way to make DN decent.
  4. Re: The SUPER Defense Power (6E) Opps I didnt notice the change in 6th ED to stun multipliers of Killing Attacks will go back and correct it.
  5. Re: The SUPER Defense Power (6E) Lairian while your compairsion is valid for Resistant Defenses vs Damage Negation, you should really compare Damage Negation vs a combination of Resistant Defenses and Normal ED or PD, since on average 1 level of DN stops 3.5 stun and 1 body of a normal attack or 3.5/3 Body and (3.5*2)/3 = 2.33 Stun of a Killing Attack, since the Body and Stun Damages inflicted by a die roll are not equal buying only Resistant Defenses as a comparison is not the right evalutaion. Instead use something like the following since 1 level of DN costs 5 Points, buy 1 Point of RD (1.5 Points) and 3.5 Points of normal ED/PD and compare with that. If you do that comparison you get the same conclusion you reached but the RD and PD/ED combination is better even for the Stun of a Non-Advantaged Non-Killing Attack as well. If your wondering how I came up with the numbers for Killing Attack Damage its like this, 3.5 Body Damage is obvious the /3 is because 3 DCs = 1 die of Killing Attack Damage. Now while in a particular case this may not be what happens (ie if we reduce 1 DC from 1 die of Killing Attack Damage we make it into 1/2d6) it is still the right number to use because we do not know how many DCs of Killing Attack may be used against us or how many levels of DN we wish to buy, all combinations are equally valid, thus we are using the average. The 2 factor in the Stun Damage comes from the average Stun Multiplier. A Clever person may have figured out that the average given above is not 100% correct due to what I will call rounding error. For example since all combinations of Attack Damage and levels of DN are possible we have the following: If we are attacked by a 3d6 Killing Attack with say 5 Levels of DN, then 3 Levels of the DN go exactly as the average stated above but the last 2 levels reduce 1 die of Killing Attack to 1 pip, which means a loss of the following: 1d6 Killing Attack = 3.5 Body, 7 Stun 1 pip Killing Attack = 1 Body, 2 Stun So we lose 2.5 Body, and 5 Stun for 2 levels of DN which has to average in with the average of the previous 3 levels of DN, so now I think you see what I mean by rounding error, every 3 Levels of DN counts as above, but any odd remainder will change the average slightly. Having no knowledge of the Strength of the Attack used and the levels of DN we wish to buy there is no way to compute the average of the remainder term with the levels of DN divisible by 3. But it will only change the average slightly. We can however do a best case analysis for DN. That would be the following: 3 level of DN stops: 3.5 Body and (3.5*2) Stun of a Killing Attack from the very beginning 2 levels of DN stops can reduce a 1d6+1 attack to 1/2d6 or 1d6 to 1 pip, which is the same reduction in damage of 2.5 Body and 2.5*(2) Stun 1 Level of DN reduces a 1d6 attack to 1/2d6, 1d6+1 to 1d6 or 1/2d6 to 1 pip, the first is the best case scenario for DN so we choose that getting: 1.5 Body and 1.5*(2) Stun Per DC this works out to: 3.5/3 = 1.166 Body 2.33 Stun 1.25 Body 2.5 Stun 1.5 Body 3 Stun Thus 1 level of rounding is the best case scenario for DN giving 1.5 Body and 3 Stun of a Killing Attack stopped per 5 points, but we can buy 1.5 RD for 2.25 Points and another 2.75 ED/PD for 5 Points also stopping 1.5 Body and 4 Stun which is slightly better. So even in the best case scenario for DN it stops less damage. By best case scenario I mean by rounding not luck of the die roll, clearly that will favor DN since RD/PD/ED are just flat numbers.
  6. This question applies to 5ER as well as 6E I guess so here goes. In 6th Naked Advantages are treated as "flat" powers as far as Negative Adjustment powers are concerned, so how is it treated for a Positive Adjustment? In 5ER I had always used the 1 CP rule, meaning whatever 1 CP more buys you is what you get. Here's an example: Aid 5 Points to the following Naked Advantage: 10 CP Naked Advantage +1/2 Red END 0 for upto 20 STR Makes it a 15 Point power that can then be used for upto 30 STR. Is this correct? Thanks
  7. How does Autofire Absorption work in 6th Ed, if at all? In 5ER, there was a blurb describing it under the Absorption section, but now Absorption doesn't use dice at all, so I'm wondering how it works. Thanks
  8. Re: 6E Speedster Suite Do a VPP or MP for Teleportation, since you probably don't need all of those advantages at the same time, you'll save alot of points.
  9. Re: March of the Munchkin I believe with the new Increased Maximum Effect on Absorption, that the White Knight Defense can be sustained forever, of course when the points fade your in trouble.
  10. Re: 6th Edition Question: New Powers? You can probably use some form of Trigger or Uncontrolled to circumvent the no Persistent Restriction on Healing. But even without it I'd still use it in place of more Regen, it works as long as your not Stunned or KO'ed which should be good enough most of the time add in 1 point of Regen so you won't bleed to death if you like. And another question someone asked, does Healing have half-effect on Body/Stun since Healing is an Adjustment power?
  11. Re: 6th Edition Question: New Powers? A few people have mentioned it but, the following power seems to be a good replacement for Regeneration: Healing BODY 1/2d6, Decreased Re-use Duration (1 Turn; +1 1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/4), Constant (+1/2) (19 Active Points); Self Only (-1/2) Real Cost 13 Thats 3 Character points of Body per Turn, rolled 1/2d6 per phase. Also you can buy Expanded Effect to cover END and Stun if you like. This was also legal in 5ER, but there are some nice advatanges in 6E for it, first reduced cost of the Constant and Persistent advantages, secondly BODY is only 1 char point now, (Note: Stun and END are cheaper too), and lastly Regeneration has gone up in price now making this a good alternative. For 13 Char points you get 3 Body per Turn, thats much better then Regeneration in its Current Form, not only that you start getting it on your next Phase, you don't have to wait till Phase 12. Throw in Expanded Effect for END and Stun and you probably don't even need to buy additional REC.
  12. Re: Mental Entangle "If a character is Entangled, can he ignore the Entangle and attack an enemy with, say, an Energy Blast, as long as doing so doesn’t require him to move, or does he have to escape the Entangle first? Generally, no, he may not — he’s got to escape the Entangle before attacking other characters. However, the GM may grant exceptions to this based on common sense, dramatic sense, special effects, game balance, or the like; if he does so, the character is at 1/2 OCV. For example, obviously a character who’s Entangled with handcuffs can do lots of things, including making many attacks, that characters trapped in most Entangles cannot." This is from the FAQ, I don't think I agree with it as a general rule, seems to me it should depend on the SFX. In my game for example we have a mentalist with a Mental Entangle and the GM is pretty ruthless with it, you basically can't do anything at all except try to break out, no movement, no attacks, no mental powers, only powers that are constant or persistent pretty much which are probably already on .
  13. Re: Would you allow the white knight defense? Use the Healing Effect advantage for Absorption from Ultimate Energy Projector, it basically gives the same effect as the White Knight Defense (unlimited max), but only goes to starting values. I have a brick with this and he basically can't be killed but his offense is limited so that he's semi-balanced. Also there is nothing to stop you from buying this for Mental Attacks too, but if I were GMing I'd require that only 2 of 3 defenses were chosen so that you had at least 1 weakness. Also even with this or the White Knight defense you can still be KO'ed by NND's or AVLD's but with the 75% DR it will take awhile. And as was pointed out before you don't need to kill the unkillable brick, you just need to make him useless (ie Entangle, Mental Illusions, etc.)
  14. Re: Broad Spectrum Absorption You can define all characteristics in this way as a special fx esstentially, so any 1 characteristic would be ok. For truely any power or characteristic you'd have to take Variable Effect at + 1/2 (ie 2 powers at once) and then Variable Effect - Multiple Special Effects at the +2 level (All SFX), this would be much more powerful thou as it would be 2 powers in EVERY SFX. Thou to be honest you might be able to get by with fewer SFX's as your character may not have that many. If for example you only need to cover 4 SFX you could take Variable Effect - Multiple SFX at the +1 level. Or Alternatively take Variable Effect at the +1/4 level and Variable SFX at the +1/2 level, I think its fair to say that being able to change the SFX of the Absorption to anything would allow you to change what SFX of powers it can Absorb to (without changing the number of powers that are affected ie in this case total 1). Opps just noticed this is the same as what Hyper-man posted just with Variable SFX at the +1/2 level. Lastly you could make an Absorption only VPP, thats worth -1 1/2 (a character in one of the books has this) as a Limitation on the Control Cost, so it wouldn't be that expensive and would allow you even more flexibility. To answer your question Doc they would fade at the normal rate this is the same for Aid, Transfer, Drain (ie any power that has a specified fade rate), but not Suppress or Succor.
  15. Re: A multistage VPP Basically what you want is a partially limited VPP. This is not technically legal, but there is an example of one in one of the books but I don't remember which. The character has a 60 Point VPP and then another 30 Point VPP that adds onto the 60 Points one to be able to make 90 Point powers but only when the additional limitations are met. In the example character from the book, I think the limitation was something like requires hours to prepare. Found him, pg. 22 of Arcane Adversaries, The Demonologist on pg. 24 under the Powers/Tactics Section is further described how the Pools work together.
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