Shalimar said:Yea, but if you cut all those corners yours saves aren't equal to pl, and ranged attacks fall further behind (currently at 7 of 12). Dodge focus is viable though with Uncanny Dodge though.
Shalimar said:I guess so, I still think it'd be better to be a PL every 20PPs or so.
I am still curious as to how you would have balanced Kelly and Ryan to the other characters though Victim, your pretty rules savy.
Victim said:Reaction FF is an AP of Impervious FF, not an extra. It can be hard but brittle, or softer but reflexive - in combat, it basically works out to ignoring lower power attacks (often Area powers after the save for half) versus a field that can be maintained while stunned. Being able to use APs (and EE) is the only thing that makes FF decent anyway. Impervious, Reaction FF is basically no better than Impervious Protection and costs quite a bit more. This accounts for the "extra" 10 pp.
Ryan's STR fully boosted is 30, the extra strike in the Aura slot bumps the punching people attack up +11 damage. Aura damage is separate. So Ryan is hitting for +11 (3 Pen) directly with a +11 Aura (Pen 4 or something).
You're right in that the Aura hasn't been changed to reflect recent changes in absense of any comments that characters should be updated. Considering some of the other dubious official changes and clarifications - notably grappling - I'm not sure that working through official rules alterations without GM's take is the best plan. Like a mentioned above, the errata for Aura rewards weird powers such as Emotion Control Aura as opposed to the more conventional flaming type ones, which seems problematic mechanically and thematically. Besides, Ryan seems to prefer Corrosion anyway, when killing might be acceptable (non lethal disintegration just doesn't seem right). Assuming rational play, that suggests that the value of Aura has been somewhat overstated - mostly because smart foes don't have to attack the guy with Aura in melee. Simply attacking one of the other people on the team totally negates the defensive effect of Aura for no extra cost.
I think the drawback makes stealth (visual) impossible while the powers are in use, no doubt amongst other things. Flight is noticeable, but not necessarily glaringly obvious either. Also, while the use of Boost is noticeable, the obviousness of the enhanced stats for the duration isn't necessarily clear. But really, he had a 2 point drawback (glows all the time). One point has spent to buy it off. So now he has a 1 point drawback (glows some of time) - the obvious next step down.
Shalimar said:Ah, sorry, it wasn't actually written like that on the sheet so I couldn't tell. Something about that is getting my hackles up though, not sure what in specific about it, and it is following the letter of the rules.
A more up to date printing of the Core rules makes it clear that it costs 1pp/rank but only if the power is already touch range and sustained. The ability to inflict multiple damage saves on a target per round is an incredibly strong ability, and clearly worth more then 1pp/rank. I also forgot to take into account that once a power is an aura power it cannot be used as a non-aura so:
Aura 11 (Selective, Penetrating 4; 48pp), Strike 2 (mighty; penetrating 3; 6pp) so it would be 54/34pp
EDIT: 1 other problem with the boost is that thanks to the Force-Field, its illegal. You are not allowed to go over your cap in anyway, and by boosting Con when his toughness save is already at +13 via the reaction force-field the con boost breaks the cap, so he needs to drop the constitution boost.
Dropping the Con boost is unnccessary. "Boosted Con doesn't add to toughness: -0" Since Ryan's stats aren't including the extra Toughness, it's in place by default
It'd have to be strike 1.
And I've already mentioned that I often find the rules changes dubious, especially in this case. Sure, the ability to force 2 damage per hit is pretty nasty, but not really any more so than linked attacks.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.