Freedom City Campaign [M&M2] - OOC Discussion

Is there any practical way for a ranged attacker to use the attack/damage tradeoff? Is seems that the only say to get it is on strike or using strength, on account of the 20pp cap (I probably couldnt find the points to do it anyway, even if I could, though)
 

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DM_Matt said:
Is there any practical way for a ranged attacker to use the attack/damage tradeoff? Is seems that the only say to get it is on strike or using strength, on account of the 20pp cap (I probably couldnt find the points to do it anyway, even if I could, though)

Power attack. 1 point. Will net you the same effect up to 5.

Otherwise, you'd have to have some kind of penalty built in to the attack to make it higher. Distracting, Action: Full Round, etc.
 

Got M&M and enthusiastically rethinking the build of the character. (I have more points in skills than the proto-batman character, which doesn't match what I was thinking about)
 

hafrogman said:
Power attack. 1 point. Will net you the same effect up to 5.

Otherwise, you'd have to have some kind of penalty built in to the attack to make it higher. Distracting, Action: Full Round, etc.

True. And amusingly enough, I already have power attack.
 

Can you combine reactive power with tiring.
Reactive means you can do it whenever but tiring requires "extra effort" (i.e. a free action). Typically can't take a free action outside of your round.

I ask because the whole "incorporial but must hold breath" looks tricky to model. I was trying to get a situation where I can reflexively turn insubstantial but limit it (partially because of the power cap and partially because the character would be a bit boring).

Extra effort would mean that he can kinda dodge anything... once or twice.

The other thing I'm planning on doing is buying up defense a lot (which would hopefully reflect the suit doing "little reactive phases" to help avoid attacks).

Trying to make it interesting but not broken/excessively complex.
 

Graf said:
Can you combine reactive power with tiring.
Reactive means you can do it whenever but tiring requires "extra effort" (i.e. a free action). Typically can't take a free action outside of your round.

I ask because the whole "incorporial but must hold breath" looks tricky to model. I was trying to get a situation where I can reflexively turn insubstantial but limit it (partially because of the power cap and partially because the character would be a bit boring).

Extra effort would mean that he can kinda dodge anything... once or twice.

The other thing I'm planning on doing is buying up defense a lot (which would hopefully reflect the suit doing "little reactive phases" to help avoid attacks).

Trying to make it interesting but not broken/excessively complex.

Buying up defense makes sense to show that you can partially phase through attacks randomly. The Ultimate Power book describes exactly what you're trying to do with reflexive on your insubstantial power. It's a +1 extra to make it reflexive. Tiring is a -1 flaw, so together, these cancel each other out, cost-wise.

You can also buy the reflexive extra without the tiring flaw by purchasing the reflexive version as an alternate power, then taking less ranks in that version of your insubstantial power.
 

I'm cutting off new submissions as of today. If you have already said you are interested, and have not yet submitted a character, please do so by Tuesday, Jan. 23rd. I'll decide on character selection by Saturday, Jan. 27th. All character changes need to be completed by Friday, Jan. 26th.
 

You could take the unreliable flaw on the power which would give you 5 uses, and then you'd need a heropoint/extra effort to recharge those uses if you want to be able to do it a couple of times per fight. With the way APs reduce the 20pp cap, you wouldn't actually be able to go insubstantial, you'd be turning into coherent energy which is the rank 3 version of insubstantial since the Insubstantial 4 is 5pp a rank you need the 20pp to get to rank 4. Those 5 uses/hero point would also include your normal use of the power in addition to the defensive aspect to it.
 

Big News!

I was reading the FAQ included with the Mastermind's Manual, and it appears that the power cost for arrays (powers that have alternate powers built in) is not considered to include the actual cost of alternate powers for the purposes of level limits etc. Therefore a 2pp/rank power could have 10 ranks + alternate powers for a total cost of 23pp but not break the limit on 20pp per power.

So, going forward (and please adjust your characters if necessary), you are allowed to bend the 20pp per power limit for the purposes of adding alternate powers.

Let me know if the above is unclear or you have additional questions regarding this change.

EDIT: I'll re-do the sample characters to reflect this change as well.
 

Bwah! That makes things a LOT easier!

All the...(grumble) point shuffling. Thanks for giving those of us who signaled interest a little extra time. M&M is almost GURPSian in character development time sometimes. :)
 

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