Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
Playing the Game
Talking the Talk
Eleanore's Request (Fantasy MnM 3E, Recruiting)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Binder Fred" data-source="post: 6085787" data-attributes="member: 63746"><p>Read it again, please. He's saying, almost word for word: "The rules as written are that a created object has a Toughness equal to its Rank." That directly implies that "Created objects' Toughness is therefore *not* affected by Progression." The first statement is not, IMHO, at all conditionned by the presence or absence of the second. it's simply the basis of his reasoning. </p><p></p><p>If you're instead suggesting that his later suggestion *in case that group decides to houserule it* is in fact what happened when they created 3rd ed (i.e. "They removed Progression, so that must mean we're now allowed to boost Toughness with thickness, right?")... I think that's a bit of a stretch... And it seems to be contradicted by a lot of other piece of advice in the main 3rd ED forum (see link above).</p><p></p><p></p><p>Mazes and obstacles are things that slow, immobilize, distract or confuse their targets (Afflictions, mostly). Houses are things that protect you from the cold, wind or the elements (Immunities), or, maybe a bit of a stretch for a Force-based power, give you peaceful rest (Healings). Bridges are... no problem at all with Create, I would think, unless you wanted to ford the Grand Canyon or something? Once you start opening up a closed shape, you can get a lot of surface out of your create.</p><p></p><p></p><p>A flat Create would indeed not care at all about the thickness of it's walls. What you're forgetting, I think, is that with the Toughness ruling above in place, there's really no reason at all to make a 4 feet thick wall: with a bare Create power a wall is a wall and will have the same Toughness no matter how thick or thin you make it. What matters to a wall is its useful surface (and yes, this does mean you have to set an arbitrary Minimum Wall Thickness. We go with 1 foot as it makes sense with most materials and it simplifies calculations). Wall thickness, in this context, is just flavor text. Make it 4 feet or 8, so long as you don't try to gain an advantage from it (stopping opponent's on *that* side, for example (that would require two or more angled walls then)), then it doesn't matter. What then becomes important for a wall is it's surface area, how much ground it can cover. </p><p></p><p>So, if you add Proportional to the power because you want to simulate objects that *do* care about the thickness of their walls, the IC-logic then becomes that you have a fixed amount of mass to work with, so you can either create a paper-thin wall that covers a lot of area, or shrink down your area so you can have a thick, tough wall. In this version you *can't*, IC, arbitrarely decide to have a big AND thick wall because thickness has now become the IC representation of your Proportional -- though the actual thickness pf the big wall vs the small need only be proportional (i.e. you could say your base thickness at maximum volume is 1 inch, or 3 feet, of whatever).</p><p></p><p>It's somewhat arbitrary, mostly because of the 1 foot thing, but it works fairly well, is the way it *has* to work if we take the "Toughness fixed by rank" approach and is, I think, balanced: closed shapes are so much better than walls in all respects that I can see justification for them costing a lot more to make.</p><p></p><p>Note: "Trivial weight" is not the same as "weightless". Created object have enough mass to stay in place provided nobody tries to actively move them.</p><p></p><p></p><p>We have GM's to interpret exactly this sort of thing: "Moveable only allows you to move the weight of your own created objects, whatever that weight may be.". Voila. If you want to move more weight, you know which power to consult. (Various housrules are also a possibility, of course (TK rank = diff between Object toughness and your rank in the Create power or the like)).</p><p></p><p></p><p>With feedback though, so it's more like a form of Stretching? Plus it uses Two actions to get a TK effect (create object, then Move), which is not very efficient... or precise. Can't really conclude anything based on this one though.</p><p></p><p></p><p>Well, there's cover against ranged attacks, and for close and/or TK attacks, did I mention the Stationary extra by any chance? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The main problem in terms of logic seems to be the frankly cludged-on "Dropping Objects" use. We have a specific power designed to do just this and it's called Damage. Every other power *has* to buy an Alternate Power to do what "Dropping Objetcs" describes. Why is Create so special? I say drop that section in the waste bin of inhereted system nonsense and good ridance.</p><p></p><p></p><p>Sure, a fixed density could be the way to go. You do realize though that 1. the above formula works out to a density of somewhere between 0.8 to 0.9 depending on the rank you're looking at (i.e. slightly *below* the density of water, which is far from realistic for pretty much all building materials known to man), 2. even then a rank 10 objects weights 25 tons, which, if we go with your proposed version, will be resting on a contact surface 1 inch thick (Can forest ground support that weight, never mind the second floor of the Villains Villa?). </p><p></p><p>I don't know. I guess for me the whole thickness vs Toughness vs density thing just seems too tied to physical reality (*how* you do the things you do) rather than the beautifully abstracted M&M rule-reality (What *advantage* do you gain by spending this many points on this power). You buy Create? You get to, basically, shape barriers into any shape you wish. You want other people to have problems moving the barriers you've just shaped? You pay a little extra. Makes sense to me.</p><p></p><p>So, to sum up, we have a series of non-exclusive options that Superzero needs to weight-in on:</p><p></p><p>1. Fixed Toughness (as, I believe, the rules described, but that doesn't necesseraly mean it's the *right* system for us) vs Thickness-based Toughness (limited by PL, I strongly suggest)</p><p></p><p>2. Entire volume closed shapes vs wall volume closed shapes</p><p></p><p>3. Trivial weight with Stationary to keep things in place vs fixed density to keep things in place vs density by descriptor</p><p></p><p>In all cases, a Minimum Wall Thickness (needed to get your base rank in Toughness) needs to be set (Jemal is suggesting 1 inch, I'm suggesting 1 foot... could easily climb up past 3 feet if we're talking about a free-standing wall without the Stationary add-on, really).</p><p></p><p>Does that about sum it up, Jemal?</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 6085787, member: 63746"] Read it again, please. He's saying, almost word for word: "The rules as written are that a created object has a Toughness equal to its Rank." That directly implies that "Created objects' Toughness is therefore *not* affected by Progression." The first statement is not, IMHO, at all conditionned by the presence or absence of the second. it's simply the basis of his reasoning. If you're instead suggesting that his later suggestion *in case that group decides to houserule it* is in fact what happened when they created 3rd ed (i.e. "They removed Progression, so that must mean we're now allowed to boost Toughness with thickness, right?")... I think that's a bit of a stretch... And it seems to be contradicted by a lot of other piece of advice in the main 3rd ED forum (see link above). Mazes and obstacles are things that slow, immobilize, distract or confuse their targets (Afflictions, mostly). Houses are things that protect you from the cold, wind or the elements (Immunities), or, maybe a bit of a stretch for a Force-based power, give you peaceful rest (Healings). Bridges are... no problem at all with Create, I would think, unless you wanted to ford the Grand Canyon or something? Once you start opening up a closed shape, you can get a lot of surface out of your create. A flat Create would indeed not care at all about the thickness of it's walls. What you're forgetting, I think, is that with the Toughness ruling above in place, there's really no reason at all to make a 4 feet thick wall: with a bare Create power a wall is a wall and will have the same Toughness no matter how thick or thin you make it. What matters to a wall is its useful surface (and yes, this does mean you have to set an arbitrary Minimum Wall Thickness. We go with 1 foot as it makes sense with most materials and it simplifies calculations). Wall thickness, in this context, is just flavor text. Make it 4 feet or 8, so long as you don't try to gain an advantage from it (stopping opponent's on *that* side, for example (that would require two or more angled walls then)), then it doesn't matter. What then becomes important for a wall is it's surface area, how much ground it can cover. So, if you add Proportional to the power because you want to simulate objects that *do* care about the thickness of their walls, the IC-logic then becomes that you have a fixed amount of mass to work with, so you can either create a paper-thin wall that covers a lot of area, or shrink down your area so you can have a thick, tough wall. In this version you *can't*, IC, arbitrarely decide to have a big AND thick wall because thickness has now become the IC representation of your Proportional -- though the actual thickness pf the big wall vs the small need only be proportional (i.e. you could say your base thickness at maximum volume is 1 inch, or 3 feet, of whatever). It's somewhat arbitrary, mostly because of the 1 foot thing, but it works fairly well, is the way it *has* to work if we take the "Toughness fixed by rank" approach and is, I think, balanced: closed shapes are so much better than walls in all respects that I can see justification for them costing a lot more to make. Note: "Trivial weight" is not the same as "weightless". Created object have enough mass to stay in place provided nobody tries to actively move them. We have GM's to interpret exactly this sort of thing: "Moveable only allows you to move the weight of your own created objects, whatever that weight may be.". Voila. If you want to move more weight, you know which power to consult. (Various housrules are also a possibility, of course (TK rank = diff between Object toughness and your rank in the Create power or the like)). With feedback though, so it's more like a form of Stretching? Plus it uses Two actions to get a TK effect (create object, then Move), which is not very efficient... or precise. Can't really conclude anything based on this one though. Well, there's cover against ranged attacks, and for close and/or TK attacks, did I mention the Stationary extra by any chance? ;) The main problem in terms of logic seems to be the frankly cludged-on "Dropping Objects" use. We have a specific power designed to do just this and it's called Damage. Every other power *has* to buy an Alternate Power to do what "Dropping Objetcs" describes. Why is Create so special? I say drop that section in the waste bin of inhereted system nonsense and good ridance. Sure, a fixed density could be the way to go. You do realize though that 1. the above formula works out to a density of somewhere between 0.8 to 0.9 depending on the rank you're looking at (i.e. slightly *below* the density of water, which is far from realistic for pretty much all building materials known to man), 2. even then a rank 10 objects weights 25 tons, which, if we go with your proposed version, will be resting on a contact surface 1 inch thick (Can forest ground support that weight, never mind the second floor of the Villains Villa?). I don't know. I guess for me the whole thickness vs Toughness vs density thing just seems too tied to physical reality (*how* you do the things you do) rather than the beautifully abstracted M&M rule-reality (What *advantage* do you gain by spending this many points on this power). You buy Create? You get to, basically, shape barriers into any shape you wish. You want other people to have problems moving the barriers you've just shaped? You pay a little extra. Makes sense to me. So, to sum up, we have a series of non-exclusive options that Superzero needs to weight-in on: 1. Fixed Toughness (as, I believe, the rules described, but that doesn't necesseraly mean it's the *right* system for us) vs Thickness-based Toughness (limited by PL, I strongly suggest) 2. Entire volume closed shapes vs wall volume closed shapes 3. Trivial weight with Stationary to keep things in place vs fixed density to keep things in place vs density by descriptor In all cases, a Minimum Wall Thickness (needed to get your base rank in Toughness) needs to be set (Jemal is suggesting 1 inch, I'm suggesting 1 foot... could easily climb up past 3 feet if we're talking about a free-standing wall without the Stationary add-on, really). Does that about sum it up, Jemal? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Eleanore's Request (Fantasy MnM 3E, Recruiting)
Top