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Hi Steve, I have a quick clarification to ask you. Allocating points of a MP or VPP (with the "Change Powers As A Zero-Phase Action" Advantage) is defined as a Zero Phase Action. But 6e also says things like "point reserve can be allocated only once", but then gives an example of what can't be done which would involve allocating points, using the activated power, and then taking those points and reallocating to a different power and using that one - all in the same Phase. Implying (to me) that the restriction is on "double-pumping" reserve points. So is there only a single opportunity at the start of a Phase to allocate one's framework(s) and if not taken then too bad so sad, or could a character at the start of a Phase allocate a portion of their pool into one or more powers (a non-attack Zero Phase Action), make a non-attack Half-Phase action (like a half-move) -- and *then* allocate (not re-allocate) the remaining, unused, pool points into other powers since Zero Phase actions are allowed after a non-attack Half-Phase action (typically a half-move)? Example: Mr Framework has a 90 point Multipower pool, and several Variable Slots - a 12d6 Blast, a 30m Flight, and a +10PD/+10ED Resistant Protection. On Phase 12, he allocates 30 points to the Flight, and not seeing any problems around does a half-move of flight around the corner of a building. He now sees his sworn enemy, Mr. Bad. Currently he has only allocated 30 of the 90 reserve, and has only done a half-move. As a Zero-Phase action he allocates the as yet unused 60 points into the Resistant Protection (using 30), and the remaining 30 into the Blast. Yes? No? Antwerp?
One of the most common devices in computer games for character advancement is the skill tree; a system by which you are able to buy skills, talents, powers, etc one at a time, unlocking later "layers" or "branches" in the tree. For example, a fire mage can buy fire blast, then later because he has unlocked fire blast, he can later buy fireball. While some people despise this system, it is very common and is useful for certain concepts in games. In Hero its a bit unclear how to do this. 2nd edition Fantasy Hero (or, Fantasy Hero in 4th edition Hero) used a system for spells and ninja hero abilities which required x points in the previous tier to buy the next tier's abilities (so you could buy fire ball only after spending 10 points in novice fire spells, for example). But it was pointed out that this was a limitation that didn't limit: once the power was purchased, it was in use and not limited in any way. The problem with this is that a limitation that doesn't limit you is worth no points, and violates a basic Hero concept. Another option is to put restrictions on purchases that do nothing to price, so you simply impose a rule that a character cannot buy Take That You Fiend until they buy at least 10 points worth of novice blasts. The problem with this is that its a penalty with no corresponding reduction in cost, which also violates a basic Hero concept. So, any ideas?