Behold the creeping HEROization of d20

Of course, Flight only on a surface isn't really cheaper unless you but alot, because you have to cover your starting 6" in running. A 20" move costs 28 for running and 32 for flight only on surfaces even if you don't buy movement skill levels. If you want the skill levels, then the runner can afford Clinging, not to resist knockback and come out ahead.
 

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Hmm.... Guess I did my super-speed all wrong.

I took Teleport with the limitation that I needed a clear path from start to finish. I think I may have made the power "visible", too, for that blur effect.
 

Instead of all this silly flight stuff you could just do what my character used to do, which was use the shadows to catch the fleet-footed little buggers unawares and then shred them with KA claws and piercing KA teeth :D

Ah, to play Kmar, the callous bastard of an alien assassin-templar, again :)
 

BiggusGeekus@Work said:
Actually, if I remember correctly, that particular rules exploit was suggested in the gamebook.

Yeah, it was.

The turn radius limitation was explicitly mentioned, IIRC.

Also IIRC, you originally couldn't get Increased Noncombat Multiplier for Running (up to Champions 2e or maybe 3e). I'd have to dig out the 2e & 3e books to be sure, though. 2x was it. If you wanted to run at hudreds of MPH, you had to either buy LOTS of Running, or buy Flight, Only while touching a surface (-1/4).

It wasn't "cheesy" or "punk"; it was the way it was done.
 


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