Darkpaladin67
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Re: Revised Supers! - Powers (not including Boosts/Comps)
You could always make regen more expensive to purchase at higher levels, giving it the same structure as Wizardry in terms of cost.
That way you will help mitigate people recovering six dice of damage every round.
I agree that it could be used as a defense against some attacks, especially things like poison or disintegration.
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9/18/2012, 9:41 am
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kroh
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Re: Revised Supers! - Powers (not including Boosts/Comps)
You see Wolverine do stuff like that all the time. Some one blasts or burns the crap out of him and then he just regens right out of it as he pushes forward.
Regards,
Walt
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9/18/2012, 5:02 pm
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TGIDragonfly
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Re: Revised Supers! - Powers (not including Boosts/Comps)
quote: Darkpaladin67 wrote:
You could always make regen more expensive to purchase at higher levels, giving it the same structure as Wizardry in terms of cost.
That way you will help mitigate people recovering six dice of damage every round.
I agree that it could be used as a defense against some attacks, especially things like poison or disintegration.
That sounds like too complicated a cost structure for my tastes.
I think it should stay pretty simple. I think the idea of using it as an active defense in some cases, and having to take a non-stressful action in others is an interesting option to consider...
All the best,
Dragonfly
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9/19/2012, 12:49 am
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Darkpaladin67
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Re: Revised Supers! - Powers (not including Boosts/Comps)
If you think it is too complicated. Should we review Wizardry to see how we can simplify that as well?
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9/19/2012, 1:32 am
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Simon W
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Re: Revised Supers! - Powers (not including Boosts/Comps)
quote: TGIDragonfly wrote:
I think it should stay pretty simple. I think the idea of using it as an active defense in some cases,
Dragonfly
I don't think there is anything in the current rules that prevents you from making a case to use it as a defence...
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9/19/2012, 6:13 am
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TGIDragonfly
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Re: Revised Supers! - Powers (not including Boosts/Comps)
quote: Darkpaladin67 wrote:
If you think it is too complicated. Should we review Wizardry to see how we can simplify that as well?
Hey DarkPaladin,
I misread your original proposal. For some reason, I thought you were proposing a tiered effect structure at higher levels of the power. Don't ask me why. I'm just a bit overwhelmed with work and what not.
So no - your proposal is not TOO complex.
That being said, I don't like the idea of extending the cost structure of Wizardry to other powers. [Reidzilla talked me off that ledge awhile back, and I think he was right.]
For one, it seems arbitrary. For another, I don't think that Regeneration is quite so powerful that it merits the same cost increase as having a completely variable die in a power. Finally, I just think it's more elegant to tweak or limit (or simply define) the power to work in a way that is more balanced without having to introduce a cost structure that makes it different from most of the other powers.
SO - no. Let's not revisit the cost of Wizardry. :-]
Cheers,
Dragonfly
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9/20/2012, 12:38 am
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TGIDragonfly
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Re: Revised Supers! - Powers (not including Boosts/Comps)
quote: Simon W wrote:
quote: TGIDragonfly wrote:
I think it should stay pretty simple. I think the idea of using it as an active defense in some cases,
Dragonfly
I don't think there is anything in the current rules that prevents you from making a case to use it as a defence...
I agree, Simon. I just never considered using it in that way. It makes perfect sense as a mechanism to have Wolvie "regenerate" while in combat.
All the best,
Dragonfly
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9/20/2012, 12:39 am
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Jive Professor
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Re: Revised Supers! - Powers (not including Boosts/Comps)
I actually prefer regen as a defense, rather than as something that actually heals defenses. In my experience as a GM nothing reverses the dramatic tension of a fight like someone just shrugging off a bunch of damage because they just went back to full health.
--- My watch stopped on clobberin time.
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9/23/2012, 2:35 am
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TGIDragonfly
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Re: Revised Supers! - Powers (not including Boosts/Comps)
quote: Jive Professor wrote:
I actually prefer regen as a defense, rather than as something that actually heals defenses. In my experience as a GM nothing reverses the dramatic tension of a fight like someone just shrugging off a bunch of damage because they just went back to full health.
I know what you mean. However - I believe that the best Superhero game ever needs to be comprehenisve, so the ability to actually heal back damage has to be in there.
Besides, the fact that it only heals Reaction and Fortitude means that you can still overcome foes with the power. You just have to do enough damage to whittle into their Composure as well. That way, they recover their wounds, but are still cowed into submission until they heal back their Composure. :-)
All the best,
Dragonfly
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9/23/2012, 8:04 pm
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Dustland
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Re: Revised Supers! - Powers (not including Boosts/Comps)
quote: You just have to do enough damage to whittle into their Composure as well. That way, they recover their wounds, but are still cowed into submission until they heal back their Composure. :-)
That's why you have to make fun of Wolverine until he yields, Composure attacks for the win!
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9/23/2012, 8:44 pm
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