Behold the creeping HEROization of d20

hong

WotC's bitch
On a board somewhere, I posted:

>keep it simple. Something like "effect:ray, range: long (400 ft + 40
>ft/level), ranged touch attack, 6d6 fire damage, Ref save halves, usable
>once per two levels per day"

I think the "keep it simple" intro, followed by 3 lines of jargon, is particularly elegant.


Hong "next step: RKAs" Ooi
 

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Ah for the halycon days of Champions when taking flight with the restriction that you had to touch the ground was less expensive than super-speed...
 

BiggusGeekus@Work said:
Ah for the halycon days of Champions when taking flight with the restriction that you had to touch the ground was less expensive than super-speed...

If you had a GM who would let you get away with it... :rolleyes:

(you'd have massive 'rug burn' damage for every round of flight if you tried something punk like that in my game...)

Kahuna Burger
 

Actually, if I remember correctly, that particular rules exploit was suggested in the gamebook.

... but, yeah, it was cheesier than Cheesy McCheese.
 

book not in front of me but i think it still is the preferred and official way to do running fast enough to run across water and up the side of buildings and the like and it is still cheaper than running!

Of course, by hero standards this run across water or run up the side of the building speedster is easier to knock off his feet even when just using this super-run flight at moderately speeds.

Just like in the comics where we see flash and quicksilver and their ilk getting knocked down all the time while average joe citizen stays standing.
 

Heh, I'll let you have that for a zero point limitation...Tell you what though, you can get 10 points for it by taking it as a physical disadvantage.

No one ever said I wasn't all heart...

Cedric
 



BiggusGeekus@Work said:
Ah for the halycon days of Champions when taking flight with the restriction that you had to touch the ground was less expensive than super-speed...

Only a problem if your GM ignored the rule that Flight had turn modes (essentially, you had to move 1/5 of your total flight distance before you could make a single 60-degree turn) and extra inches of Running didn't. With extra Running, you could turn on a dime. With Flight (even the "only when touching a surface" kind), you could turn on a penny — the one from the Batcave, maybe.
 

Barastrondo said:


Only a problem if your GM ignored the rule that Flight had turn modes (essentially, you had to move 1/5 of your total flight distance before you could make a single 60-degree turn)

You could always take 4 skill levels on your movement power, and still be able to turn on a dime; that dropped your turn radius to 0 on the most common level of speed (I think, 20").

Buying Flight: Only While Touching The Ground is indeed the way you're /supposed/ to buy Flash-like super speed powers, generally with a few levels of extra Non-Combat Movement multiplier tacked on (In the new edition, you can also get the Mega-movement thing, too). It's not a cheat, it's not cheesy and it's not a rules exploit.
 

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