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novaexpress Profile
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Re: Revised Supers! - Power Boosts & Complications


I don't know if it has already been proposed, but I recently used a Homing boost for one of my NPC.

It works the same way as Darkseid's omega beams.
It allows an attack to lock its target up to it hits it or be intercepted.
It's linked to a ranged attack and costs 2d.
I'm not sure about the cost, but 1d seemed not enough pricey for me compared to other boosts.
But its price could be also the price of the linked attack +1d.
Ex. Energy Control (laser beam) 4d - Boost Homing (cost 2d or 5d according to the option you choose).

I've also added a "Touch Corporeal Things" boost for Insubstantiel characters.
The way the Power Insubstantiel is described in the book (and the way I understood it) is that an insubstantiel character cannot touch solid things, and therefore, the Power is used defensively.
The cost is the number of dice you put inside. It is the score to be used to attack a target with it. This number cannot be over the Insubstantial's score.
It could sound expensive. But one of my players whose character is Insubstantial wanted to take a baseball bat, make it insbustantial, attack the target and leave it in the ennemy's body just to do some persistant damage. A 1d boost seemed to me underpriced.


---
Sorry for my English, but i's not my primary language.
2/10/2013, 4:13 pm Link to this post Email novaexpress   PM novaexpress Blog
 
Dustland Profile
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Re: Revised Supers! - Power Boosts & Complications


Homing is an interesting concept for a Boost Nova! I'll have to give it more thought. The major problem that I see with it is that it is an easy way for a weak character to overwhelm a powerful target's defenses, assuming they can survive long enough.

To take things to a ridiculous extreme, let's say you have a character that can fire Mini-manhunter Missles, 3 a round (via Split Attack). Each only does 1D but each has the Homing Boost.

The character flies up to a God-like villain and fires off a salvo; the villain dodges, dives, and whatnot causing all three missles to miss. The God-like villain counterattacks and wallops the character.

The next round the God-like villain has to defend against the three missles again, then has to defend against ANOTHER three attacks. If there's another hero waiting in the wings with a moderate attack, they're probably going to blast the God-like Villain simply because he's used all of his defenses dodging the pesky little missles.

I know this is an extreme example, but it's my primary concern on auto-repeating attacks, especially an attack that can grow in number from round to round.

It is an interesting idea though, I'm curious to hear what others have to say about it.

As to Insubstantial, that's a power that's in the discussion stage right now for the revised edition. I haven't seen any firm answers, but I'm pretty sure a Boost will exist to allow an insubstantial character to become partially substantial.
2/10/2013, 5:17 pm Link to this post Email Dustland   PM Dustland Blog
 
Darkpaladin67 Profile
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Re: Revised Supers! - Power Boosts & Complications


The key words would be until it is intercepted or it hits. As a GM, I would interprete that as meaning it could be defended against with a shield, by armor, by fortitude or by shooting it. It would only get to try again if the target actively dodges against it.

I look at it as a continuous attack, that can be negated by a lot of defences. Not terribly overpowering.
2/10/2013, 10:45 pm Link to this post Email Darkpaladin67   PM Darkpaladin67 Blog
 
novaexpress Profile
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Re: Revised Supers! - Power Boosts & Complications


I agree with Darkpaladin.
A target still could defend against the homing attack(s).
As for your example, Dustland, it could sound a powerful attack. But the cost would be the added costs from Super Weaponry 3d + Split Attack 3d + Homing. That's a lot to pay just to fire 3 pesky missiles that a godlike villain would simply deflect or would rely on its Fortitude or Armor to soak the damage.
And, besides, an other character could intercept the attacks (ex.a phasing character could attract the missiles and then phase through a building causing the weapons to explode in the walls).

---
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2/10/2013, 11:20 pm Link to this post Email novaexpress   PM novaexpress Blog
 
Darkpaladin67 Profile
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Re: Revised Supers! - Power Boosts & Complications


To avoid the situation that Dustland proposed, you could also include the stipulation that only one attack can only be active at any given time, so as long as the first attack is still homing, a second homing attack could not be made until the first is resolved.

Or perhaps like the way armor deteriorates, the longer the attack continues to chase its target, the less effecive it becomes, loosing one die per round until it runs out of gas.
2/10/2013, 11:46 pm Link to this post Email Darkpaladin67   PM Darkpaladin67 Blog
 
Dustland Profile
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Re: Revised Supers! - Power Boosts & Complications


The more I think about it, I don't think Homing is all that powerful under most circumstances. I would keep it as a 1D Boost. Maybe Dragonfly can chime in if he gets a moment?

As with many powers and boosts, you can dream up extreme situations that turn a minor tweak into a game breaker. Honestly, there's plenty of game breakers built into the game as is! (I'm looking at you Regeneration and Vmapiric Powers!)
2/11/2013, 12:35 am Link to this post Email Dustland   PM Dustland Blog
 
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Re: Revised Supers! - Power Boosts & Complications


I agree that at higher power point builds Regeneration becomes very powerful. At lower levels it is not so bad. If you are defending with 2 or 3 dice, you have a much greater potential for taking multiple dice of damage every round. At higher point buys, it is much more likely that you will be only take one point of damage per round. (one of the reasons I keep my games in the 20-25 pt range.)

Other ways I use regeneration is that it can be used as a defense instead of a heal to represent healing the damage as fast as it is giving. Or if it actually is healing damage, have the use of the power be the characters main action for the round (ie. takes the place of his attack).
2/11/2013, 1:47 am Link to this post Email Darkpaladin67   PM Darkpaladin67 Blog
 
novaexpress Profile
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Re: Revised Supers! - Power Boosts & Complications


Indeed, Homing is not that powerful.
Even if the attacker uses 3 attacks in the same round, these attacks with the Homing boost are useful if the target dodges them (meaning, doesn't take any damage). In that case, the attacks that have been dodged come back.
Of course, the attacker can shoot others missiles in the next round. The accumulation of missiles can then be a real problem for the target. That's why I think I'm gonna keep a 2d cost.

As for Regeneration, I had the same problem last week. One of my player had Regeneation 2d. He was almost unbeatable.
I think that adding a rule as the character needs to use his action to cast Regenation is a good idea.
Furthermore, I'm going to use the exploding die rule next session. I suppose that it possibly will deal more damage. So, I'll see if Regenration is still so powerful with this option.


---
Sorry for my English, but i's not my primary language.
2/11/2013, 6:20 pm Link to this post Email novaexpress   PM novaexpress Blog
 
Dustland Profile
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Re: Revised Supers! - Power Boosts & Complications


It's entirely up to you how you handle the cost of course, but here's the main reason I think it should only cost 1D:

Let's assume that half of characters, when attacked the first time by the power, will try to dodge, teleport, or use some other defense that doesn't cause the attack to be destroyed, regardless if it hits or misses.

Ok, so those people will figure out the second round that the attacks are Homing and will adjust their defensive tactics accordingly.

Really this is only a benefit the first round against an unsuspecting opponent who happens to not use Fortitude, Armor, or some other means to intercept the initial attack. After round one, it's not really useful (assuming the target is able to change tactics).

Just a thought. Once again, interesting Boost!
2/11/2013, 9:09 pm Link to this post Email Dustland   PM Dustland Blog
 
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Re: Revised Supers! - Power Boosts & Complications


Hey fellas!

I hate missing all these interesting discussions! I just have so much on my plate this time of year.

Anyhoo - I'll chime in briefly to agree that A) interesting Boost! B) Not too over-powering, and C) put me down for the 1D cost.

I'll try to be on more next week, as I have a break!

Onward and Upward!

Dragonfly
2/12/2013, 3:20 am Link to this post Email TGIDragonfly   PM TGIDragonfly Blog
 


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