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Opal

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Opal last won the day on April 14 2021

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  1. (You could've done Hex & the City, a team of hot vigilante witches in NYC.)
  2. I initially assumed that the stun multiplier was applied to the BOD damage of a KA after defenses.
  3. There is. The point where the defense is twice or more the damage you rolled.
  4. That's not the whole point? Ok, no, wait I phrased that incorrectly. That's the whole point of AP. An attack that gives up some damage to unprotected targets to do some game to heavily protected targets.
  5. That is absolutely bizarre. And I dont see how, even if anyone thought an 18 DC attack was 12 DC because of the dice, that misperception would be helped by discounting it to the cost of a 15 DC attack.
  6. You can put them in a multipower and add a 4d RKA, for 12 pts instead of 30 :shrug: Combined attack is after my time, I guess, but, if you can apply your STR twice in a combined attack, does that mean you can do 12d twice? If not, why can you apply it to both the strike and the hka? I suppose that's rhetorical. I'm trying to remember the great linked debate, now (which I don't appreciate), because it seems like combined attack may have been rooted in it. Back in the day, it was (debatably) only possible to combine two attacks if they were Linked (and it was only worth it if one went vs no defense the target had, and each did different sorts of damage - otherwise more dice of the larger power was generally much better... thus, perhaps, the limitation.) Combined Attack invites you to take the same deal for no limitation. 🤷‍♂️
  7. 4d RKA no range is 40 pts. 30 STR + 2d HKA is 50 pts. Now, if your character design calls for more pd,rec,&STN, instead of more attack powers, STR is the more efficient way to go, if the reverse, RKA is.
  8. Yes, and the example of 4d RKA, no range vs 30 STR +2d HKA, the latter costs 10 more points, that's not getting anything for free, that's spending 10 more points to still do 4dK. With the campaign limit multipower, the 30 STR+HKA character is spending 19 points more than the RKA/no range character, for the same campaign-limit attack options... he can also do a 6d punch... ...but, it's never free, just different, the second character is spending actual points to "save" theoretical points. Like what if the two characters don't just face the same campaign limit, but the same point totals, and they're otherwise topped out buying DEX/SPD, armor, levels, etc? Now the alternative to the 4d RKA no range is 25 STR +2.5dHKA, 3d+1 total. Cost breaks have never been free points.
  9. 🤔 15 pts was 1/4 the Apts of a 60 STR, 1/5 that of a 5d KA. Multipower slots were 1/5th the Apts of the powers in them, 1/10th for an ultra. (And it was unclear how limitations interacted with that. Iirc) By the rough, not exactly vigilant for optimization shinnanigans, standards of the day (with the figured char loopholes wide open), doesn't sound insane. So that's 6th, which 🤷‍♂️ idk? But say in an ed I do know, you had a character in a 60apt limit game, with 10 STR and 3d+1 hka vs one with 30 STR and a 2d hka? 20 pts free STR? Say they both want an EBe? HKA goes in a multipower, 10d Ebe for the first character, 6d for the second. Now, the second character could just pump up the slot, by 20 pts. If they want a third power, the higher STR character could pump up the reserve, instead, but the campaign limit caps the KA. STR has efficiencies, multipower has different ones. Or, consider the first character just takes a 4d RKA, no range. There's 20 points "free" to spend on anything. "Free" is never really free, cost breaks always had strings.
  10. Looks like the unspoken assumption is that humans will always order robots to kill humans. Which would imply that, sans robots, humans are always trying to kill each other (just less efficiently than if they had robots). Which checks out.
  11. I'm not that familiar with 6th, so just a tad shocked at AP being 1/4 It does remind me of a very early realization, that, for attacks, there were two distinct types of advantages. Those, like AP or NND that made them hit harder, and those like Explosion, Autofire, or even reduced END, that let them hit more. And, that it wasn't quite right that it wasn't quite right that a 4d NND AE cost the same as a 6d N AE. Some edition made Reduced END a "power modifier" that was applied after all advantages. Maybe AE & Autofire needed a similar treatment...
  12. I think that's a different problem. 11 DC should be equally devastating. 11 DC, normal or killing, is going to be attempted murder when applied to 2 Def normal, for instance... ...and I thought 6th fixed the StunLOTTO?
  13. I never saw why HA & EB shouldn't both be 5pts/die, when HKA & RKA are both 15pts/die. Of course, I'd also expect to be able to do energy or stun-only with an HA and add STR to it, so I may just be weird The debate on the "doubling rule" confuses me. Especially characterizing converting STR's normal damage to killing damage as "free STR?" Isn't it "free" KA? And how is it free, when you've paid for both the STR and the HKA? It's like complaining the second slot in a multipower gives you the first slot free.😕
  14. I'm not sure I really followed that, Duke, Im pretty sure i agree with a lot, but the "immune to (almost) all attacks is 20 points" bit doesn't work for me, since it comes with "can't make any attacks (at all)." With a campaign or practical limit on how big your attacks can be, a +2 advantage means you can pay for a campaign/point-total-appropriate attack, for the privelege of being unable to make any *effective* attack, instead. And, like, Desolid w/Affects Solid World +2 on your attacks seems like a loosing proposition compared to regular defenses and Affects Desolid +1/2 :shrug: The point of the +2 seems to be avoiding saying "no, you can't" (which is what the game did for a long time) and instead say, "okfine, you can, but you suck so hard at it there's no point" (npi) In essence, old Desolid (pre-attacks-affect-solid), was a sorta time out from combat button. So were (and are now) a few other things, I guess. I suppose it's one little weird combo of move through solid barriers, be (almost) un-attackable, and can't attack, because two of those things don't work so well separately. (Move through solid barriers is otherwise similar to Tunneling.)
  15. Disads in the early game presented an interesting RP/Story dynamic that was missing from other games, precisely because they were a player decision. D&D had a brutal psych lim called Alignment restrictions, but it was imposed by a few classes. (D&D also had limitations, like spells all were 1/day, but they were also just foisted on you.) With disads not only did you choose difficulties for your character, yourself, you influenced the world and stories they'd be in. Hunteds were the most obvious example, of course. What I found as I delved into building characters with the original Champions, was that building powers, then "paying for them" with disads resulted in either an unfinished character or one that was less fun to play. While if a character idea quickly filled out disads, it was an easy build and more fun to play. Another thing I noticed as revs rolled was that the original 100pts and declining value disads lent themselves to "balanced" characters, while the ever higher point totals of successive eds necessitated hard campaign caps (which everyone would touch)...
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