rgordona said:
Devices etc:
I have just got around to reading Gun Monkeys Character sheet and that looks very wrong to me.
I think I would have tried doing it a different way, something like "must be successfully disarmed twice" which might be a one point feat or "immunity to disarm limited to once per adventure"
I belive the canonical way to do that sort of thing is to have a hard to lose device "Gun Belt" which contains many APs of different guns, if a gun is disarmed you can just pull another from the belt.
I'm 99% certain that would be a Hard to Lose Device (Gun-Belt Array). You can take one gun, but since the array/power is actually Hard to Lose, disarming doesn't really do anything. Only by removing the whole belt/arsenal (which should be difficult to do) can he be truly disarmed.
rgordona said:
Of course then I went to read the rule book and the closest thing I could find is the utility belt example in equipment, where different pieces of equipment are APed off each other. Of course it does not really explain what happens if someone steals the brass knuckles or the cutting torch breaks. (But if you can AP equipment you should certainly be allowed to ap devices). I might ask at ATT what happens if a piece of arrayed equipment breaks.
[Edit] I have thought about this some more and am now less sure of myself. Perhaps having two device APs should make a character harder to disarm.
Here is a quick search for "Equipment Utility Belt Array," which hopefully will be of help.
Do note, though, that Equipment doesn't differentiate between Hard to Lose and Easy to Lose (i.e., you just use Equipment Points to buy powers/bonuses), so rules for it may not fully apply to Devices.
Rystil Arden said:
Hmm...If the design of the power feat wasn't meant to stop enemies from using captured gear, why else would it cost the player points to restrict it? After all, it eliminates the ability to lend the device to allies. I'm assuming that the purpose of charging for Restricted must be to prevent enemies from using it, then.
Because "NPC" isn't enough of a restriction, IMO. If it's just "NPC," then you can pass it to any player and let them use it, or in this case any PC with Magic. "Having magical powers" should be enough of a Restriction in and of itself.
IMO, a Restriction has to limit the Device in some non-metagame fashion, soemthign that could be measured by the characters themselves, be it strength, intelligence, proficiency with some skill, sex, blood type/bloodline, or so forth. PC-ness and NPC-ness are very much Meta-Distinctions (no amount of testing will let your character know whether or not Bob the Builder is a PC or an NPC).
Rystil Arden said:
Heh, I know I'm no expert in M&M, but in D&D, I am strong
M&M is not D&D.

So in your D&D games you let folks disarm foes of their armor in one round once grappled (and succeed at a disarm check)?
If so, you' be saying Armor is not a Hard to Lose Device... and if that's the case, I wonder what you
would consider to be a Hard to Lose Device.
And getting back to the original Ring thing, ULTIMATE POWER lists rings (and suits of armor) as
the example of Hard to Lose Devices.
Rystil Arden said:
Maybe--my worry is that they'll say things that, while fully correct, are unrelated to your question. I admit I haven't surfed that forum much, so I may be wrong in thinking it will be like posting things over here on ENWorld. Also, it's worth noting that circumstantial evidence can sway even the best of us into inconsistent rulings. I've seen a few mentions of even Steve Kenson (whose rules-fu is quite obviously phenomenal) seeming to contradict himself in forum rulings, and it's also led to some really weird rulings. For instance, someone with a leading question about Morph and Disguise got him to rule that Disguise ranks do nothing without spending lots of time using a Disguise kit (Huh? what if I just want to be a generic guard and so put on a guard uniform but don't even change my appearance, then use mastery of Disguise to act the part? Shouldn't the guy with 15 ranks get a bonus to that check?)
Kenson's said his answers change based on his experiences. Which reinforces the fact he is, in truth, mortal
The Disguise thing actually makes perfect sense to me. Tools/a kit and time are needed for some skills, and Disguise is one of them. (And I believe Disguise is more than just "putting on someone else's clothes.") If you don't take the time to use it properly, all you get is our Morph bonus (which specifically gets around the time/kit thing).
Rystil Arden said:
HoV--
Well, some interesting responses from ATT. A lot of them don't like the build (I thought that might be possible, which is another reason I thought you might want to take it down so people wouldn't give biased answers), but they've agreed that you are indeed allowed to have devices as alts now, though some say they wouldn't. The guy at the end who's new to the ruleset is a good example of someone who got off track. You should let him know that his thoughts on Continuous (Lasting) powers are incorrect, and point him to page 70 of the core book where it says "A Continuous Lasting power does not allow new saves against it at all; it lasts until the power's effect is countered or reversed in some way, even if you switch to an Alternate Power."
Actually, some have
disagreed on allowing it, since by the Core rules Devices are Permanent, and you cannot have Permanent things as an AP (though the Duration of Device got changed with ULTIMATE POWER). (At the very least, this does mean that the Immunities offered by the Ring will need to be switched to a Sustained Duration [no change in cost], since Immunity is still Permanent by default and so cannot be in an Array.) And some have also pointed out that the "wizard regalia" reasoning you claimed is best done either as Power Loss drawback or as a Device with Boost (which I'd sorta mentioned earlier), and questioning how you can lose a Device that is an AP (which has also been brought up here).
And, as Character Judge, I actually
am interested in getting other people's view on the powerset as a whole, especially the experienced folks from the ATT. (Personally, I actually have no problem at all with having multiple powers in a single "slot," as long as it all makes thematic sense, of course)
(Apologies in advance if I sound angry or to be making personal attacks, such is not my intent. Lots going on IRL, and I prefer to have my RPGs be a place where I can escape and unwind for a brief time,
not inappropriately vent.)