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M&M 3e Re-recruitment - (closed)
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<blockquote data-quote="tunafish" data-source="post: 6107727" data-attributes="member: 6705529"><p>I get you on the "only AE". I mis-typed. Hero Lab wouldn't allow me to create a villain that was even 1 pp over. There are several, Strength-based AEs.</p><p></p><p>On the use of Move Object vs. Enhanced Strength. The thing I've noticed about MO is, based on S. Kenson's concept, it doesn't "Grab" like physical Strength. You make a ranged attack with normal Move Object & the grabbing-effect is considered non-physical contact. Otherwise, you'd be forced to make a ranged attack, then make a grab attack. </p><p></p><p>Kenson's pretty specific about it; </p><p></p><p>" ....You can move objects at a distance without touching</p><p>them. Move Object has no action/reaction; a moving object</p><p>cannot drag the character “holding on” to it, for example.</p><p>This effect is also not considered “physical contact”</p><p>or “touch” for effects requiring it ........"</p><p></p><p>Based on this interpretation, by making Move Object (1) Close & (2) Grab-based, you can turn the non-physical effect into a physical power resembling Strength. This is actually how comics writer John Byrne explained the superhuman strength of both Superman & Marvel's Gladiator. I like that explanation & it fits how M&M3e works. You should be able to modify effects to get the exact power you're looking for. </p><p></p><p>In regard to your comment, " ..... Using multiple overlapping flaws to make one power into a cheaper version of another is a widely frowned upon exploit .....", I counter by stating that character <em>optimization </em>is the very heart of RPG. Who doesn't want the most effective hero they can create? I've random-rolled enough goofball heroes to know it's better having "Rambo", than "Gomer Pyle". Also, keep in mind that in order to lower effect cost Flaws must be applied, which limit the overall power. That limitation is its own <em>player-enforced</em> balance, and balance is important to most gaming groups. </p><p></p><p>In the end, there's two questions: does the power make sense weighed against the game's guidelines, & will the GM allow it. With your help, I've corrected mistakes & I'm grateful for your input. Bonecrusher is "over-the-top" on purpose - superhumans should be. And, if optimization wasn't a key aspect of gaming, Steve Kenson himself wouldn't design PL12 heroes with <em>282 Power Points</em> (the DCA Batman). </p><p></p><p>The rules are guidelines, not Papal Canon <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> At least that's my opinion.</p><p></p><p>Thanks, Jemal!</p></blockquote><p></p>
[QUOTE="tunafish, post: 6107727, member: 6705529"] I get you on the "only AE". I mis-typed. Hero Lab wouldn't allow me to create a villain that was even 1 pp over. There are several, Strength-based AEs. On the use of Move Object vs. Enhanced Strength. The thing I've noticed about MO is, based on S. Kenson's concept, it doesn't "Grab" like physical Strength. You make a ranged attack with normal Move Object & the grabbing-effect is considered non-physical contact. Otherwise, you'd be forced to make a ranged attack, then make a grab attack. Kenson's pretty specific about it; " ....You can move objects at a distance without touching them. Move Object has no action/reaction; a moving object cannot drag the character “holding on” to it, for example. This effect is also not considered “physical contact” or “touch” for effects requiring it ........" Based on this interpretation, by making Move Object (1) Close & (2) Grab-based, you can turn the non-physical effect into a physical power resembling Strength. This is actually how comics writer John Byrne explained the superhuman strength of both Superman & Marvel's Gladiator. I like that explanation & it fits how M&M3e works. You should be able to modify effects to get the exact power you're looking for. In regard to your comment, " ..... Using multiple overlapping flaws to make one power into a cheaper version of another is a widely frowned upon exploit .....", I counter by stating that character [I]optimization [/I]is the very heart of RPG. Who doesn't want the most effective hero they can create? I've random-rolled enough goofball heroes to know it's better having "Rambo", than "Gomer Pyle". Also, keep in mind that in order to lower effect cost Flaws must be applied, which limit the overall power. That limitation is its own [I]player-enforced[/I] balance, and balance is important to most gaming groups. In the end, there's two questions: does the power make sense weighed against the game's guidelines, & will the GM allow it. With your help, I've corrected mistakes & I'm grateful for your input. Bonecrusher is "over-the-top" on purpose - superhumans should be. And, if optimization wasn't a key aspect of gaming, Steve Kenson himself wouldn't design PL12 heroes with [I]282 Power Points[/I] (the DCA Batman). The rules are guidelines, not Papal Canon ;) At least that's my opinion. Thanks, Jemal! [/QUOTE]
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