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Eleanore's Request (Fantasy MnM 3E, Recruiting)
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<blockquote data-quote="Jemal" data-source="post: 6085424" data-attributes="member: 9026"><p>BF: I dont mind at all but I do disagree with you about create objects, will explain later in post.</p><p></p><p>First though, I actually forgot to recalculate from my previous -2 limitation, which is why I had the lower cost, thank you for spotting that. Guess I'll have to either drop continuous or convince superzero that 'limited: Wall or sphere' is worth more than just 1.</p><p></p><p>Secondly, re: flight - His basic flight is just the standard 'lift myself with telekinetic force' variety. May use an affects others variation or try that platform idea if its needed in game, however: benefits of Variable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Now onto the meat: </p><p></p><p>Toughness.</p><p>I can see where you're coming from at a balance perspective, I just want to give my views:</p><p>Create does not state that they have a MAXIMUM toughness equal to your rank, it says they have a TOUGHNESS equal to your rank (The word maximum is only used in relation to the volume). Normal objects have a specific toughness also, it just states under 'damaging objects' that object toughness is based on an inch of thickness and that each doubling of that increases said toughness by one. </p><p>Logically the same should follow with created objects, and nowhere is it stated that this is not the case, so the only issue is the balance one.</p><p>So for example, that 10 foot thick shield you mentioned: It has 7 higher toughness than the normal would at 1 inch, and has 120 times less area on the sides. so at rank 10 you could have a field like that 10 feet high and wide.. thats not a wall, its a bigass rock. A single move action gets around that. </p><p>More realistically lets go with 16 inches thick.. 1 and 1/3 foot, 4 doublings.</p><p>At Create 10, that would give me a 'wall' of toughness 14.. but it's still only 10 feet by 75 feet. Its the thickest wall you can get that will block someone without a movement power, and it still won't stop anybody WITH any form of special movement like jumping, flying, levitation, Teleportation, speed, etc. And yes toughness 14 DOES seem powerful.. because this is a PL 6 campaign and that's a massively high-powered effect compared to the PL. EVEN SO, the wall is defenseless and as such anybody trying to break it need only make an attack check against active defense 10 to get a crit. Add to that that it only needs to fail a save by 6 to be broken, and lets do that math: </p><p>Scenario: Player A takes an action to stop Player B with a wall. Player B is a standard PL 6 character(+6 atk, 6 rank damage effect), so needs a 4 to hit for the crit then the wall needs to roll a 7 to not be broken through, and on a 1 is utterly destroyed. </p><p>Player B has a 25.5% chance of penetrating the wall and 4% chance of destroying it completely.</p><p>If you take away the thickness, the same wall needs to roll an 11 to not be broken and a 6 to not be destroyed, player B now has a 42.5% chance of breaking it and a 21% chance of destroying it completely.</p><p>And that's against a create rank almost twice the PL of the campaign. Powerful but not broken. </p><p></p><p></p><p>volume.</p><p>I sincerely hope that's not how it gets ruled, because that'll make most of what I had planned impossible.</p><p>At rank 10 i would be able to create a structure of maximum 10X10X10? So not even a tiny hut.</p><p>It also means that it would take the exact same amount of effort and power to create a featureless cube as to create a fully furnished room of the same size as said cube. That seems too counter intuitive.</p><p>I can see an argument for simplicity if the user of the power wants to take the easy way, or if you're in a RL, face to face situation and the maths taking away from game time, but I see no reason to limit someone willing to take the time without interrupting the game. I'm fine with a bit of simplification/rounding (I have no intention of detailed blueprints...) but the 'total volume' concept just kills create for me.</p><p></p><p></p><p></p><p>As to the proportional "thicker is tougher" idea : that's actually the opposite of what proportional does. Proportional makes it so the more volume you use, the LESS toughness you get.</p><p></p><p>and finally as to moving it: from my reading of the extras/limits on create (movable, tether, stationary) it seems to at base function like a real object with regards to being moved- albeit without listing any mass. (one would assume mass corresponding to equivalent volume rank). Though if there were an "immovable" extra I would do my best to afford it!</p></blockquote><p></p>
[QUOTE="Jemal, post: 6085424, member: 9026"] BF: I dont mind at all but I do disagree with you about create objects, will explain later in post. First though, I actually forgot to recalculate from my previous -2 limitation, which is why I had the lower cost, thank you for spotting that. Guess I'll have to either drop continuous or convince superzero that 'limited: Wall or sphere' is worth more than just 1. Secondly, re: flight - His basic flight is just the standard 'lift myself with telekinetic force' variety. May use an affects others variation or try that platform idea if its needed in game, however: benefits of Variable. :) Now onto the meat: Toughness. I can see where you're coming from at a balance perspective, I just want to give my views: Create does not state that they have a MAXIMUM toughness equal to your rank, it says they have a TOUGHNESS equal to your rank (The word maximum is only used in relation to the volume). Normal objects have a specific toughness also, it just states under 'damaging objects' that object toughness is based on an inch of thickness and that each doubling of that increases said toughness by one. Logically the same should follow with created objects, and nowhere is it stated that this is not the case, so the only issue is the balance one. So for example, that 10 foot thick shield you mentioned: It has 7 higher toughness than the normal would at 1 inch, and has 120 times less area on the sides. so at rank 10 you could have a field like that 10 feet high and wide.. thats not a wall, its a bigass rock. A single move action gets around that. More realistically lets go with 16 inches thick.. 1 and 1/3 foot, 4 doublings. At Create 10, that would give me a 'wall' of toughness 14.. but it's still only 10 feet by 75 feet. Its the thickest wall you can get that will block someone without a movement power, and it still won't stop anybody WITH any form of special movement like jumping, flying, levitation, Teleportation, speed, etc. And yes toughness 14 DOES seem powerful.. because this is a PL 6 campaign and that's a massively high-powered effect compared to the PL. EVEN SO, the wall is defenseless and as such anybody trying to break it need only make an attack check against active defense 10 to get a crit. Add to that that it only needs to fail a save by 6 to be broken, and lets do that math: Scenario: Player A takes an action to stop Player B with a wall. Player B is a standard PL 6 character(+6 atk, 6 rank damage effect), so needs a 4 to hit for the crit then the wall needs to roll a 7 to not be broken through, and on a 1 is utterly destroyed. Player B has a 25.5% chance of penetrating the wall and 4% chance of destroying it completely. If you take away the thickness, the same wall needs to roll an 11 to not be broken and a 6 to not be destroyed, player B now has a 42.5% chance of breaking it and a 21% chance of destroying it completely. And that's against a create rank almost twice the PL of the campaign. Powerful but not broken. volume. I sincerely hope that's not how it gets ruled, because that'll make most of what I had planned impossible. At rank 10 i would be able to create a structure of maximum 10X10X10? So not even a tiny hut. It also means that it would take the exact same amount of effort and power to create a featureless cube as to create a fully furnished room of the same size as said cube. That seems too counter intuitive. I can see an argument for simplicity if the user of the power wants to take the easy way, or if you're in a RL, face to face situation and the maths taking away from game time, but I see no reason to limit someone willing to take the time without interrupting the game. I'm fine with a bit of simplification/rounding (I have no intention of detailed blueprints...) but the 'total volume' concept just kills create for me. As to the proportional "thicker is tougher" idea : that's actually the opposite of what proportional does. Proportional makes it so the more volume you use, the LESS toughness you get. and finally as to moving it: from my reading of the extras/limits on create (movable, tether, stationary) it seems to at base function like a real object with regards to being moved- albeit without listing any mass. (one would assume mass corresponding to equivalent volume rank). Though if there were an "immovable" extra I would do my best to afford it! [/QUOTE]
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