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<blockquote data-quote="Shalimar" data-source="post: 3465565" data-attributes="member: 9600"><p>I actually like poisoner based on the mediciene skill, it makes sense conceptually, and its not like its as unbalancing as boost or Summon/Dupplication with Horde.</p><p></p><p>Same with Sense Motive vs Bluff, it makes sense conceptually and its not overpowered, weird or not, and other opposed checks serve as a good precedent.</p><p></p><p>Look at what the power would be if it was as normal:</p><p>An equal PL character has only a 20% chance of failing saving throw, meaning that 80% of the time Clover's power fails and she has to make a save or Lose all her actions (and possibly defense bonus) untill she eventually makes the save. Even without the stunning a character's main power that fails 80% of the time against equal PL foes and would do worse against higher PL ones seems more like the Legion of Substitute Heros (that was actually a funny cartoon by the way)</p><p></p><p>HH, look again at the errata for Aura</p><p>It says add the word sustained between 'range' and 'power'. It changes the meaning of the sentence to what Kenson has said was always intended, and has clarified in further products: "A touch range <u>sustained</u> power with this extra automatically affects anyone touching you..."</p><p></p><p>meaning that before you can add the +1 aura extra the power must be touch ranged and sustained. Strike is already touch ranged, but its an instant so to apply aura you first have to buy Duration up to sustained. So aura really is a +3 extra, people have just played with it as a +1 since the word sustained was left out making the meaning unclear. I made the same mistake with Kelly since I just saw the +1 on the heading like 1E and assumed it was the same until someone pointed it out to me. It does come out more balanced that way, I mean Aura pretty much garauntees its user 2 free auto hits at full PL damage per turn against another melee character, a little too good considering thats the same cost per rank as the strike power itself (or the quickness power).</p><p></p><p>As to the errata on Drain and Corrosion, I think they said that it will be in the 3rd printing of the core rules currently being shipped, but maybe not. I actually think that errata over nerfs drain since odds are an opponent will only ever barely fail the save and that in frequently so they'll never see the full effect of the drain power execpt against maybe mooks. The corrosion change was just the addition of a +1 extra to allow you to affect both objects with the power (in addition to living things), the same extra was tacked onto Disintegrate, but that change was really unneccessary with the change to regular drain. </p><p></p><p>Either way aura was the biggie since it can totally shut down non-tank melee fighters.</p></blockquote><p></p>
[QUOTE="Shalimar, post: 3465565, member: 9600"] I actually like poisoner based on the mediciene skill, it makes sense conceptually, and its not like its as unbalancing as boost or Summon/Dupplication with Horde. Same with Sense Motive vs Bluff, it makes sense conceptually and its not overpowered, weird or not, and other opposed checks serve as a good precedent. Look at what the power would be if it was as normal: An equal PL character has only a 20% chance of failing saving throw, meaning that 80% of the time Clover's power fails and she has to make a save or Lose all her actions (and possibly defense bonus) untill she eventually makes the save. Even without the stunning a character's main power that fails 80% of the time against equal PL foes and would do worse against higher PL ones seems more like the Legion of Substitute Heros (that was actually a funny cartoon by the way) HH, look again at the errata for Aura It says add the word sustained between 'range' and 'power'. It changes the meaning of the sentence to what Kenson has said was always intended, and has clarified in further products: "A touch range [U]sustained[/U] power with this extra automatically affects anyone touching you..." meaning that before you can add the +1 aura extra the power must be touch ranged and sustained. Strike is already touch ranged, but its an instant so to apply aura you first have to buy Duration up to sustained. So aura really is a +3 extra, people have just played with it as a +1 since the word sustained was left out making the meaning unclear. I made the same mistake with Kelly since I just saw the +1 on the heading like 1E and assumed it was the same until someone pointed it out to me. It does come out more balanced that way, I mean Aura pretty much garauntees its user 2 free auto hits at full PL damage per turn against another melee character, a little too good considering thats the same cost per rank as the strike power itself (or the quickness power). As to the errata on Drain and Corrosion, I think they said that it will be in the 3rd printing of the core rules currently being shipped, but maybe not. I actually think that errata over nerfs drain since odds are an opponent will only ever barely fail the save and that in frequently so they'll never see the full effect of the drain power execpt against maybe mooks. The corrosion change was just the addition of a +1 extra to allow you to affect both objects with the power (in addition to living things), the same extra was tacked onto Disintegrate, but that change was really unneccessary with the change to regular drain. Either way aura was the biggie since it can totally shut down non-tank melee fighters. [/QUOTE]
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