Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
EN Publishing
D20 Supers Question
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 283285" data-attributes="member: 63"><p>Well, first of all, bear in mind that the stuff in Asgard was revised and edited before the final draft was put on sale. Some of the costs were upped, others were reduced.</p><p></p><p>Also, the usefulness of a power is hard to balance in every situation. If you're in the middle of a crowd fighting a badguy, you don't want to fire your energy blast that will hit a huge swath of innocents. Having high strength would probably be more useful, since you'd be able to just hit your opponent. </p><p>However, if you're out in the middle of nowhere, and your opponent can run away from you, an energy blast that can reach hundreds of feet would be much more useful than being able to smash him up (though, with super strength, you could do stuff like throw trees at him).</p><p></p><p>And, if you're trying to sneak into the badguy's place, neither super strength or an energy blast would be as useful as invisibility or intangibility.</p><p></p><p>So, as an example, lets take 2 10th level characters, one of whom wants to be able to shoot stuff, the other of whom wants to be able to beat stuff. Now, person A could a Wizard 8/Hero 2, or perhaps person B could be a Barbarian 7/Hero 3, but for the sake of just examining the powers, we'll make them both straight Hero. Remember that the most Hero Points you can spend on a single power is equal to your character level +3, so the highest anything will get here is 13 Hero Points.</p><p></p><p><strong>Person A, the Blaster</strong></p><p>With his 80 HrPs, he gets these powers. We'll assume that he shoots electric energy blasts, so all his energy-based abilities are based on electricity. He ends up having 22 extra hero points after getting all these key powers, so he'll probably take something like Heightened Defenses for more AC.</p><p></p><p>Attack, Energy (13 HrPs): Activated. As a standard action you can shoot a ray or 5-ft. wide line of energy to Medium range, dealing up to 4d6 points of energy damage. Base rank 1. Close (2 ranks), medium (1 ranks), line (1 rank), increased damage x3 (6 ranks), adjustable (2 ranks).</p><p></p><p>Elemental Resistance (13 HrPs): Persistent. You gain energy resistance 20 against your chosen form of energy. Base rank 2. Increased resistance x9 (9 ranks), greater resistance x2 (2 ranks).</p><p></p><p>Energy Absorption (12 HrPs): Persistent. Whenever your Energy Resistance would reduce damage from your chosen element, you gain 3 temporary hit points for every 5 points of damage resisted. These temporary hit points last for 10 minutes. At any given time, you cannot have more than 10 temporary hit points from this ability. Base rank 8. Faster absorption x2 (4 ranks).</p><p></p><p>Heightened Accuracy (11 HrPs): Persistent. You gain a +7 bonus to attack rolls with your energy attack. Base rank 1. Increased effect x6 (12 ranks). Affects only a single attack form (2 HrP reduction). This is for when he wants to use the ray version of his energy blast.</p><p></p><p>Shield (9 HrPs): Activated. You can create a shield of energy in front of yourself, granting a +7 bonus to AC and a +3 bonus to Reflex saves against attacks coming from a chosen 180-degree arc. As a free action once per round you can reassign the angle of the arc. The shield moves with you, covering the same angle unless you choose for it to move or disappear. Base rank 4. Mobile shield (5 ranks).</p><p></p><p></p><p><strong>Person B, the Tank</strong></p><p>He also has 80 HrPs to play with, so he gets the following key powers.</p><p></p><p>Heightened Constitution (12 HrPs): Persistent. You gain a +8 bonus to your Constitution. Base rank 3. Increased effect x3 (9 ranks).</p><p></p><p>Heightened Defenses (natural armor) (12 HrPs): Persistent. You gain a +6 natural armor bonus to your AC. Base rank 2. Increased effect x5 (10 ranks).</p><p></p><p>Heightened Strength (9 HrPs): Persistent. You gain a +6 bonus to Strength. Base rank 3. Increased effect x2 (6 ranks).</p><p></p><p>Immunity to Critical Hits (8 HrPs): Persistent. You are immune to critical hits. Base rank 8.</p><p></p><p>Invulnerability (12 HrPs): Persistent. You gain DR 5/+2. Base rank 1. Increased resistance x2 (2 ranks), greater resistance x2 (8 ranks).</p><p></p><p>Super Health (8 HrPs): Persistent. You gain a +4 bonus to all Constitution-based checks and Fortitude saves, plus an effective +8 Consititution for the purposes of endurance and holding your breath.</p><p></p><p>Super Strength (12 HrPs): Persistent. You gain a +6 bonus to damage rolls and Strength-based checks, and an effective +12 Strength for the purposes of lifting, carrying, and throwing. Base rank 2. Increased effect x5 (10 ranks).</p><p></p><p>Super Strike (5 HrPs): Persistent. Your unarmed attacks are considered to have a +3 enhancement bonus for the purposes of defeating damage reduction. Base rank 1. Increased effect x2 (4 ranks).</p><p></p><p> </p><p></p><p><strong>Comparison:</strong></p><p>First of all, you'll note that the cost of the energy blast has been racheted up from the Asgard preview. When we had a 20th level character shooting 15d6 damage laserbeams from his eyes every round, we realized we had to fix that. So the damage differential isn't that bad (d3+10 averages as 12, while 4d6 averages as 14). If the tank uses a sword or something, instead of his fist, he's even better off. Actually, the tank could probably use some pretty big swords, dealing as much as 2d8+10 per hit (average 19).</p><p></p><p>But really, it comes down to your niche. The blaster is good at blowing things up, and is more like a sorcerer. The tank is more like a fighter. Depending on the situations, powers will have different values.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 283285, member: 63"] Well, first of all, bear in mind that the stuff in Asgard was revised and edited before the final draft was put on sale. Some of the costs were upped, others were reduced. Also, the usefulness of a power is hard to balance in every situation. If you're in the middle of a crowd fighting a badguy, you don't want to fire your energy blast that will hit a huge swath of innocents. Having high strength would probably be more useful, since you'd be able to just hit your opponent. However, if you're out in the middle of nowhere, and your opponent can run away from you, an energy blast that can reach hundreds of feet would be much more useful than being able to smash him up (though, with super strength, you could do stuff like throw trees at him). And, if you're trying to sneak into the badguy's place, neither super strength or an energy blast would be as useful as invisibility or intangibility. So, as an example, lets take 2 10th level characters, one of whom wants to be able to shoot stuff, the other of whom wants to be able to beat stuff. Now, person A could a Wizard 8/Hero 2, or perhaps person B could be a Barbarian 7/Hero 3, but for the sake of just examining the powers, we'll make them both straight Hero. Remember that the most Hero Points you can spend on a single power is equal to your character level +3, so the highest anything will get here is 13 Hero Points. [b]Person A, the Blaster[/b] With his 80 HrPs, he gets these powers. We'll assume that he shoots electric energy blasts, so all his energy-based abilities are based on electricity. He ends up having 22 extra hero points after getting all these key powers, so he'll probably take something like Heightened Defenses for more AC. Attack, Energy (13 HrPs): Activated. As a standard action you can shoot a ray or 5-ft. wide line of energy to Medium range, dealing up to 4d6 points of energy damage. Base rank 1. Close (2 ranks), medium (1 ranks), line (1 rank), increased damage x3 (6 ranks), adjustable (2 ranks). Elemental Resistance (13 HrPs): Persistent. You gain energy resistance 20 against your chosen form of energy. Base rank 2. Increased resistance x9 (9 ranks), greater resistance x2 (2 ranks). Energy Absorption (12 HrPs): Persistent. Whenever your Energy Resistance would reduce damage from your chosen element, you gain 3 temporary hit points for every 5 points of damage resisted. These temporary hit points last for 10 minutes. At any given time, you cannot have more than 10 temporary hit points from this ability. Base rank 8. Faster absorption x2 (4 ranks). Heightened Accuracy (11 HrPs): Persistent. You gain a +7 bonus to attack rolls with your energy attack. Base rank 1. Increased effect x6 (12 ranks). Affects only a single attack form (2 HrP reduction). This is for when he wants to use the ray version of his energy blast. Shield (9 HrPs): Activated. You can create a shield of energy in front of yourself, granting a +7 bonus to AC and a +3 bonus to Reflex saves against attacks coming from a chosen 180-degree arc. As a free action once per round you can reassign the angle of the arc. The shield moves with you, covering the same angle unless you choose for it to move or disappear. Base rank 4. Mobile shield (5 ranks). [b]Person B, the Tank[/b] He also has 80 HrPs to play with, so he gets the following key powers. Heightened Constitution (12 HrPs): Persistent. You gain a +8 bonus to your Constitution. Base rank 3. Increased effect x3 (9 ranks). Heightened Defenses (natural armor) (12 HrPs): Persistent. You gain a +6 natural armor bonus to your AC. Base rank 2. Increased effect x5 (10 ranks). Heightened Strength (9 HrPs): Persistent. You gain a +6 bonus to Strength. Base rank 3. Increased effect x2 (6 ranks). Immunity to Critical Hits (8 HrPs): Persistent. You are immune to critical hits. Base rank 8. Invulnerability (12 HrPs): Persistent. You gain DR 5/+2. Base rank 1. Increased resistance x2 (2 ranks), greater resistance x2 (8 ranks). Super Health (8 HrPs): Persistent. You gain a +4 bonus to all Constitution-based checks and Fortitude saves, plus an effective +8 Consititution for the purposes of endurance and holding your breath. Super Strength (12 HrPs): Persistent. You gain a +6 bonus to damage rolls and Strength-based checks, and an effective +12 Strength for the purposes of lifting, carrying, and throwing. Base rank 2. Increased effect x5 (10 ranks). Super Strike (5 HrPs): Persistent. Your unarmed attacks are considered to have a +3 enhancement bonus for the purposes of defeating damage reduction. Base rank 1. Increased effect x2 (4 ranks). [b]Comparison:[/b] First of all, you'll note that the cost of the energy blast has been racheted up from the Asgard preview. When we had a 20th level character shooting 15d6 damage laserbeams from his eyes every round, we realized we had to fix that. So the damage differential isn't that bad (d3+10 averages as 12, while 4d6 averages as 14). If the tank uses a sword or something, instead of his fist, he's even better off. Actually, the tank could probably use some pretty big swords, dealing as much as 2d8+10 per hit (average 19). But really, it comes down to your niche. The blaster is good at blowing things up, and is more like a sorcerer. The tank is more like a fighter. Depending on the situations, powers will have different values. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
D20 Supers Question
Top