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Eleanore's Request (Fantasy MnM 3E, Recruiting)
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<blockquote data-quote="SuperZero" data-source="post: 6081913" data-attributes="member: 6690219"><p>[MENTION=63746]Binder Fred[/MENTION]:</p><p>Unless I'm missing something, his Close Attack bonus is only +5--Fighting 3 and 2 ranks of the Close Attack Advantage.</p><p>Reducing his speed is really on a 1-point Quirk. It's basically a negative rank in Speed.</p><p>Not Against Animals is probably more of a Quirk, too, although it depends on how broadly you mean animals. Is that anything that's not humanoid, or just mostly-ordinary Int -5 or -4 animals?</p><p>An even rank in Impervious doesn't do much, so you could save a point there.</p><p>I thought the Impressive power was mean to go with the armor? That would mean that you should total the points before applying Removable. </p><p>Dungeon Smasher breaks the PL cap.</p><p>I'm not sure how you're getting your costs for the attack array. I see what you're trying to do with only some powers being Removable, but I think the sword and quills still come to 6.. ?</p><p></p><p>As for your other version of the Impressive power... Looks like it should be 4 points rather than 3.</p><p>I think Enhanced Advantage: Fascinate may cover most of what you want for 1 point.</p><p>And if it's just adding some points to allies' skills, Affects Others (Only) Enhanced Skills might also work.</p><p></p><p> [MENTION=9026]Jemal[/MENTION]:</p><p>Personally for a force mage, I'd probably tend to give some Enhanced Dodge/Parry along with the Protection--as likely to deflect the attack away as to dampen it. But I have no problem with your way.</p><p>Such a character's fights might be a little shorter, but he can bring his enemies down just a little faster and they can do the same to him. So it balances out.</p><p></p><p> [MENTION=33]DarwinofMind[/MENTION]:</p><p>I'm not quite sure what you mean. As Jemal says, you can add Dynamic to any or all effects in an array (although it's meaningless unless you pick at least two). It doesn't really make any difference what the base power is, beyond it being the most expensive one in points.</p><p></p><p></p><p>@ All:</p><p>I'm thinking I would roll initiative checks, although if you see a fight coming (or you're the one starting it) you can go ahead and roll your own.</p><p>And then we'd use group initiative. I would average the NPCs' rolls, PCs who beat them could act first, and then NPCs and PCs in a cycle.</p><p>I would probably roll other reactions for you, like Perception and Insight.</p><p>I'm less sure about resistance checks... Me rolling them for PCs probably isn't as big a deal, but it would also speed things up if the players know the villains' defenses. But that has the downside of the players knowing the NPCs' defenses.</p><p>Would you want that?</p><p></p><p></p><p>Y'know, I probably shouldn't be trying to write at this time of night. If any of that doesn't make any sense, just let me know.</p></blockquote><p></p>
[QUOTE="SuperZero, post: 6081913, member: 6690219"] [MENTION=63746]Binder Fred[/MENTION]: Unless I'm missing something, his Close Attack bonus is only +5--Fighting 3 and 2 ranks of the Close Attack Advantage. Reducing his speed is really on a 1-point Quirk. It's basically a negative rank in Speed. Not Against Animals is probably more of a Quirk, too, although it depends on how broadly you mean animals. Is that anything that's not humanoid, or just mostly-ordinary Int -5 or -4 animals? An even rank in Impervious doesn't do much, so you could save a point there. I thought the Impressive power was mean to go with the armor? That would mean that you should total the points before applying Removable. Dungeon Smasher breaks the PL cap. I'm not sure how you're getting your costs for the attack array. I see what you're trying to do with only some powers being Removable, but I think the sword and quills still come to 6.. ? As for your other version of the Impressive power... Looks like it should be 4 points rather than 3. I think Enhanced Advantage: Fascinate may cover most of what you want for 1 point. And if it's just adding some points to allies' skills, Affects Others (Only) Enhanced Skills might also work. [MENTION=9026]Jemal[/MENTION]: Personally for a force mage, I'd probably tend to give some Enhanced Dodge/Parry along with the Protection--as likely to deflect the attack away as to dampen it. But I have no problem with your way. Such a character's fights might be a little shorter, but he can bring his enemies down just a little faster and they can do the same to him. So it balances out. [MENTION=33]DarwinofMind[/MENTION]: I'm not quite sure what you mean. As Jemal says, you can add Dynamic to any or all effects in an array (although it's meaningless unless you pick at least two). It doesn't really make any difference what the base power is, beyond it being the most expensive one in points. @ All: I'm thinking I would roll initiative checks, although if you see a fight coming (or you're the one starting it) you can go ahead and roll your own. And then we'd use group initiative. I would average the NPCs' rolls, PCs who beat them could act first, and then NPCs and PCs in a cycle. I would probably roll other reactions for you, like Perception and Insight. I'm less sure about resistance checks... Me rolling them for PCs probably isn't as big a deal, but it would also speed things up if the players know the villains' defenses. But that has the downside of the players knowing the NPCs' defenses. Would you want that? Y'know, I probably shouldn't be trying to write at this time of night. If any of that doesn't make any sense, just let me know. [/QUOTE]
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