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Lots of Blood & Vigilance questions/thoughts
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<blockquote data-quote="Vigilance" data-source="post: 3120069" data-attributes="member: 4275"><p>Chuck here, author of Blood & Vigilance. </p><p></p><p></p><p></p><p>It depends. If the minions are there with the Mastermind and are basically serving as cannon fodder, just award XP for the mastermind.</p><p></p><p>If the PCs are low level and some of the mastermind's henchmen are the entire encounter, I'd award XP for them. </p><p></p><p></p><p></p><p>Given that the power is almost never taken, the question sort of answers itself in some ways. Since, in my experience, if a power is WAY broken everyone gravitates to it. </p><p></p><p>Growth is powerful no doubt and can help you make the ultimate brick.</p><p></p><p>But the power has no subtlety, meaning you will be THE target for just about everything on the field. </p><p></p><p>Also, you're going to cause a lot of property damage and/or there will be MANY campaign situations where you can't use it at all or have limited access to it. </p><p></p><p>Submarine? Spaceship? Sewer? Thick Jungle (where growing would just effectively give every opponent the full concealment of the jungle canopy).</p><p></p><p>In my experience, Growth is a power that is AWESOME when you can use it to its fullest. But that often doesnt happen. In a spaceship with a 10 ft. ceiling, you are very limited in your growth and those power points are wasted.</p><p></p><p>And when you CAN grow to 60 feet and start kicking people around, the growth brick can expect a coordinated attack by 2-3 opponents in the first round. </p><p></p><p></p><p></p><p>I think what you're missing is all those concentration checks a mind control based character will have to make, that will frequently grant new saves.</p><p></p><p>Also, that all or nothing is pretty commonly nothing. </p><p></p><p>Finally, what is the usual reaction to a character known to have mind control? </p><p></p><p></p><p></p><p>Been awhile since I looked at this one and I didn't write it. Let me scope it out and I'll respond in a bit.</p><p></p><p></p><p></p><p>Given the Dex of high level B&V heroes, a 20 save isn't as harsh as it would seem to a normal campaign. At low levels, sure, this can be tricky.</p><p></p><p>But remember, you don't always take damage. It depends on the environment. Usually knockback is a pain and a little extra damage. </p><p></p><p></p><p></p><p>Usually disads should be considered seperate encounters. If you made your saving throw against a phobia at DSR 3, you defeated a CR 3 encounter and gain the approriate XP.</p><p></p><p>If you had to cope with penalties from a disad for an entire encounter while fighting a villain, then you could consider increasing the encounter CR. </p><p></p><p></p><p></p><p>Superleap is an easier power to dabble in, since you don't need to worry about maneuverability.</p><p></p><p>Also, it can move cover more ground per power point in a single round, since you can move double if you get a running start, making leap a preferred power for that Brick who loves to charge. </p><p></p><p></p><p></p><p>This was changed to 15 plus the power points in version 1.1 since the save became too easy at higher levels. </p><p></p><p></p><p></p><p>The person that bought the B&V PDF can make a free account at <a href="http://www.rpgobjects.com" target="_blank">www.rpgobjects.com</a> and download version 1.1 for free. All our PDF updates are free for purchasers. </p><p></p><p>Summary of changes:</p><p></p><p>1.Advanced Training origin tweaked</p><p>2. Blast, Regeneration, Healing Touch powers tweaked</p><p>3. New powers added: Power Mimic and Power Nullifcation and Super Skill</p><p></p><p>Unique Item power added/tweaked to bring the book into full compliance with the gadget accessory, Blood and Circuits. </p><p></p><p></p><p></p><p>Hope this helped,</p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 3120069, member: 4275"] Chuck here, author of Blood & Vigilance. It depends. If the minions are there with the Mastermind and are basically serving as cannon fodder, just award XP for the mastermind. If the PCs are low level and some of the mastermind's henchmen are the entire encounter, I'd award XP for them. Given that the power is almost never taken, the question sort of answers itself in some ways. Since, in my experience, if a power is WAY broken everyone gravitates to it. Growth is powerful no doubt and can help you make the ultimate brick. But the power has no subtlety, meaning you will be THE target for just about everything on the field. Also, you're going to cause a lot of property damage and/or there will be MANY campaign situations where you can't use it at all or have limited access to it. Submarine? Spaceship? Sewer? Thick Jungle (where growing would just effectively give every opponent the full concealment of the jungle canopy). In my experience, Growth is a power that is AWESOME when you can use it to its fullest. But that often doesnt happen. In a spaceship with a 10 ft. ceiling, you are very limited in your growth and those power points are wasted. And when you CAN grow to 60 feet and start kicking people around, the growth brick can expect a coordinated attack by 2-3 opponents in the first round. I think what you're missing is all those concentration checks a mind control based character will have to make, that will frequently grant new saves. Also, that all or nothing is pretty commonly nothing. Finally, what is the usual reaction to a character known to have mind control? Been awhile since I looked at this one and I didn't write it. Let me scope it out and I'll respond in a bit. Given the Dex of high level B&V heroes, a 20 save isn't as harsh as it would seem to a normal campaign. At low levels, sure, this can be tricky. But remember, you don't always take damage. It depends on the environment. Usually knockback is a pain and a little extra damage. Usually disads should be considered seperate encounters. If you made your saving throw against a phobia at DSR 3, you defeated a CR 3 encounter and gain the approriate XP. If you had to cope with penalties from a disad for an entire encounter while fighting a villain, then you could consider increasing the encounter CR. Superleap is an easier power to dabble in, since you don't need to worry about maneuverability. Also, it can move cover more ground per power point in a single round, since you can move double if you get a running start, making leap a preferred power for that Brick who loves to charge. This was changed to 15 plus the power points in version 1.1 since the save became too easy at higher levels. The person that bought the B&V PDF can make a free account at [url]www.rpgobjects.com[/url] and download version 1.1 for free. All our PDF updates are free for purchasers. Summary of changes: 1.Advanced Training origin tweaked 2. Blast, Regeneration, Healing Touch powers tweaked 3. New powers added: Power Mimic and Power Nullifcation and Super Skill Unique Item power added/tweaked to bring the book into full compliance with the gadget accessory, Blood and Circuits. Hope this helped, Chuck [/QUOTE]
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