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Generation Legacy the Next Generation of OOC

Yea, Wide and No Save are rather overpowered, most of the rest of the stuff isn't too bad though.

Toki, the only thing from the Mastermind's Manual I was interested in was the use of the tactics skill which otherwise has no mechanical use. The sentence in the Mastermind's Manual simply refers you to the feat in the Core Book.

As a compromise would you allow me to spend a PP on the Master Plan Feat (as normal) and then a second PP to let me substitute the Tactic skill for the intelligence check?


EDITING Note: Dropped the quickness (Tactics), I'll figure out something and update the sheet for those 2pp
 
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I fixed the other issues with Clover, the only thing left to talk about is the Drain.

The Sense Dependent flaw was an error, I thought it did something else so I dropped it for Side Effect: Stun

So what it currently would do is this:

Clover Attacks -> [Bluff vs Sense Motive], If Clover wins the opponent is affected by the drain, If Clover loses she must make a will save or be dazed/stunned until she makes a Will Save.

I think that that is fairly balanced, though its much riskier for Clover since failing has a much higher penalty which would balance out any marginal advantage of skill vs skill over saving throw.
 


Tokiwong said:
Sami grimaces, “You’re crazy!”

Cardinal glances at Sami again, “Crazy? I AM CARDINAL!

Hehe, I crack myself up. (Think 300)

The problem I can see is that it's Clover's Sense Motive versus an enemy's Bluff. Anyone who didn't put any points in Bluff is toast vs. the attack. Speaking as one of those guys, I don't want some bad guy to pull a similar stunt on me.

Imagine some kind of Snare attack that goes up against an Escape Artist check. "Well, you didn't put any ranks in Escape Artist? Sorry, but you just failed by like 18 points. You're helpless."

Everyone can expect some kind of attack versus all four saving throws, but pumping skills just to avoid crazy attacks is excessive. Also, a skill vs. skill allows HP-usage, whereas the traditional saving throw does not. (Why some powers, like Possession, rely on opposed checks boggles the mind).
 
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Hammerhead said:
Also, a skill vs. skill allows HP-usage, whereas the traditional saving throw does not. (Why some powers, like Possession, rely on opposed checks boggles the mind).

Uh saves do allow for HP usage (Points at Ultimate Reflex Save vs DC 38 for the win)
 


I'd point out that Boost 16 affecting all attributes but Intelligence and Charisma with slow fade 2 is more iffy balance-wise than her drain especially with the boost in an array for a cost of 1pp. Ryan's stats are effectively all 30 and his saves are all +15. Ryan has a minimum of a +10 minimum in any skill that would come up, he has nothing to fear. Clover also has a very real threat of losing all of her actions for multiple rounds.

Ryan could honestly slaughter the entire rest of the group without much effort, he doesn't really have any weaknesses at all. As a side note when I went back over things to update Clover I was looking through the errata to get up to date on drain (now drain isn't a yes no you lose the amount of PP that you fail the check by) I came across the Eratta on Aura. They changed the cost to a +1 modifier but the power must already be touch range and sustained making a strike aura a +3 modifier.
 
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Hammerhead said:
Not offensively.

It should always have been an option. A saving throw DC is equal to an opposed throw where the attacker takes 10. Having people shrug off a PL level power until they roll a crappy save isn't very heroic, especially when fiat to reroll garauntees they save. Sometimes you just have to succeed.
 

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