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<blockquote data-quote="Calinon" data-source="post: 1267108" data-attributes="member: 13737"><p>Here's the thing. Incorporeal is insanely powerful. I hate how it works in that only one damage effect has any chance of hitting you. While I can use other effects that rely on reflex or fort or will, this will involve me creating characters specifically to go against you, or making encounters much harder since one member of the group quite simply can't be harmed physically. These are some things I really do not want to do. After going over Incorporeal for two full days, which is pretty much the only thing I've been doing aside from updating the website, I cannot find a method of handling incorporeal that makes me comfortable.</p><p> </p><p>I could see me, as a GM, using an incorporeal character to give you guys a serious challenge, but that would be an exceedingly rare thing. Incorporeal will make my job designing encounters to be challenging extremely hard, even with restrictions. Now, many powers have the incorporeal ability; super speed, alternate forms and a few others, so I can't simply remove the ability, which I was really wanting to do, so I began to look at alternatives.</p><p> </p><p>So, anyone reading this can give me a hand. Here are the alternatives I've considered:</p><p> </p><p>1. You are fully affected by one type of attack. Attack forms are Physical (ranged and melee), Energy Blasts (direct blasts of energy and single target ranged attacks like disintegration) and Energy Fields (include strike, melee with an energy field, energy based touch attacks, strike, and area affect damage attacks). This is basically what I posted yesterday, with three types of attack rather than seperating melee and ranged.</p><p> </p><p>2. Remove the choose one attack nonsense, making it simply physical attacks you are immune to. This excludes any energy based power, which would still effect you. (a sword enveloped in an energy sheath; the energy damage would hurt, the sword would not).</p><p> </p><p>3. All attacks affect you. The power gets protection added to it. You gain protection against all attacks equal to your power rank. </p><p> </p><p>Lets dismiss #1 out of hand for still being a pain in the keester. #2 probably makes the most sense, especially since powers like alternate form (gaseous) and super speed both can take this as an extra. #3 is nice because it's so easy to keep track of.</p><p> </p><p>Let me know your thoughts, but rest assured that I will not accept the power itself as it stands in the book or errata. Any other characters who can gain incorporeal will be bound by the same rules.</p><p> </p><p>I do appologize for the problems I'm having with the power, but it is my first campaign with this ruleset, and I'd prefer to not simply say no to any power, and so I am trying to work towards a solution I can handle in the game.</p></blockquote><p></p>
[QUOTE="Calinon, post: 1267108, member: 13737"] Here's the thing. Incorporeal is insanely powerful. I hate how it works in that only one damage effect has any chance of hitting you. While I can use other effects that rely on reflex or fort or will, this will involve me creating characters specifically to go against you, or making encounters much harder since one member of the group quite simply can't be harmed physically. These are some things I really do not want to do. After going over Incorporeal for two full days, which is pretty much the only thing I've been doing aside from updating the website, I cannot find a method of handling incorporeal that makes me comfortable. I could see me, as a GM, using an incorporeal character to give you guys a serious challenge, but that would be an exceedingly rare thing. Incorporeal will make my job designing encounters to be challenging extremely hard, even with restrictions. Now, many powers have the incorporeal ability; super speed, alternate forms and a few others, so I can't simply remove the ability, which I was really wanting to do, so I began to look at alternatives. So, anyone reading this can give me a hand. Here are the alternatives I've considered: 1. You are fully affected by one type of attack. Attack forms are Physical (ranged and melee), Energy Blasts (direct blasts of energy and single target ranged attacks like disintegration) and Energy Fields (include strike, melee with an energy field, energy based touch attacks, strike, and area affect damage attacks). This is basically what I posted yesterday, with three types of attack rather than seperating melee and ranged. 2. Remove the choose one attack nonsense, making it simply physical attacks you are immune to. This excludes any energy based power, which would still effect you. (a sword enveloped in an energy sheath; the energy damage would hurt, the sword would not). 3. All attacks affect you. The power gets protection added to it. You gain protection against all attacks equal to your power rank. Lets dismiss #1 out of hand for still being a pain in the keester. #2 probably makes the most sense, especially since powers like alternate form (gaseous) and super speed both can take this as an extra. #3 is nice because it's so easy to keep track of. Let me know your thoughts, but rest assured that I will not accept the power itself as it stands in the book or errata. Any other characters who can gain incorporeal will be bound by the same rules. I do appologize for the problems I'm having with the power, but it is my first campaign with this ruleset, and I'd prefer to not simply say no to any power, and so I am trying to work towards a solution I can handle in the game. [/QUOTE]
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