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Eleanore's Request (Fantasy MnM 3E, Recruiting)
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<blockquote data-quote="Binder Fred" data-source="post: 6085606" data-attributes="member: 63746"><p>No problem. <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>Disagree with you on the semantics, but anyways, here is <a href="http://www.atomicthinktank.com/viewtopic.php?f=18&t=22146&p=352510&hilit=create+object+toughness#p352510" target="_blank">the official word</a> from the Greenronin site, last paragraph of that post (as ruled for 2nd ed, but as there's been no change in wording since then...). All the advice in the main forum also seems to fall in line with this as well (search for "Create Toughness" or the like <a href="http://www.atomicthinktank.com/viewforum.php?f=1" target="_blank">here</a>).</p><p></p><p></p><p>That's how we played it anyways. Being able to create *anything* you can imagine that fits in a 10X10X10 cube is actually a pretty powerful/handy thing to have (assuming you have the Precise Extra), but a lot of the uses you were thinking about can probably be represented better with other powers that simply happen to have a "Force" descriptor (as always in M&M, it's important to think about what you want to *do* instead of how you want to do it). Take the hut, for example: what do you want it to do? Depending on your answer, you might be better served with some sort of area effect Immunity?</p><p></p><p></p><p>Yes? Exactly? Create a *big*, high volume dome and it's less tough, create a smaller, "thicker", dome and it's tougher. Seems to be exactly what you were trying to model (?).</p><p></p><p></p><p>Um, there is? "Stationary" on page 103? For 2nd Ed, we ruled that any created object had trivial mass as default (which is usually an advantage). If you want it to be hard to move (for whatever reason, including being heavy), then you obviously consider *that* an advantage over a regular created object, so you had to pay for it (with the Stationary Extra). Wether it falls back down to the ground or hangs in mid-air after you let it go is then just a question of what SFX you've choosen for it. As I said, YMMV.</p><p></p><p><strong>EDIT=</strong> With your interpretation, it works fairly well for substances with known densities, but how heavy is "force" (one could very easily argue for "no weight at all" in this perticular case)? "Hardened air/fire"? "Transluscent metallic aluminium"? It just seems to invite interpretation when there's no real need for it...</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 6085606, member: 63746"] No problem. :) Disagree with you on the semantics, but anyways, here is [URL="http://www.atomicthinktank.com/viewtopic.php?f=18&t=22146&p=352510&hilit=create+object+toughness#p352510"]the official word[/URL] from the Greenronin site, last paragraph of that post (as ruled for 2nd ed, but as there's been no change in wording since then...). All the advice in the main forum also seems to fall in line with this as well (search for "Create Toughness" or the like [URL="http://www.atomicthinktank.com/viewforum.php?f=1"]here[/URL]). That's how we played it anyways. Being able to create *anything* you can imagine that fits in a 10X10X10 cube is actually a pretty powerful/handy thing to have (assuming you have the Precise Extra), but a lot of the uses you were thinking about can probably be represented better with other powers that simply happen to have a "Force" descriptor (as always in M&M, it's important to think about what you want to *do* instead of how you want to do it). Take the hut, for example: what do you want it to do? Depending on your answer, you might be better served with some sort of area effect Immunity? Yes? Exactly? Create a *big*, high volume dome and it's less tough, create a smaller, "thicker", dome and it's tougher. Seems to be exactly what you were trying to model (?). Um, there is? "Stationary" on page 103? For 2nd Ed, we ruled that any created object had trivial mass as default (which is usually an advantage). If you want it to be hard to move (for whatever reason, including being heavy), then you obviously consider *that* an advantage over a regular created object, so you had to pay for it (with the Stationary Extra). Wether it falls back down to the ground or hangs in mid-air after you let it go is then just a question of what SFX you've choosen for it. As I said, YMMV. [B]EDIT=[/B] With your interpretation, it works fairly well for substances with known densities, but how heavy is "force" (one could very easily argue for "no weight at all" in this perticular case)? "Hardened air/fire"? "Transluscent metallic aluminium"? It just seems to invite interpretation when there's no real need for it... [/QUOTE]
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