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M&M 3e Re-recruitment - (closed)
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<blockquote data-quote="Jemal" data-source="post: 6119903" data-attributes="member: 9026"><p>[MENTION=4936]Shayuri[/MENTION] - Assuming both Dyanmo and Singularity join that puts us at I believe 5, but I'd be fine with 6 if WD and the others are.</p><p> [MENTION=41605]Voidrazor[/MENTION] - </p><p>Actually, the combat power of them doesn't bother me too much (considering you'll mostly be using the bots), it's the utility that I was iffy about. With both create and transform, you can solve practically any problem. Perhaps if they were more limited? Maybe some sort of tech limit? Can only make stuff that's average tech? </p><p>Honestly if you want the replicator bots thing, I'd just go with transform anyways, actual create is essentially making something from nothing, wheras transform would be the more standard 'nanobots taking stuff and changing it into what they want to build'.</p><p></p><p>Also, after looking it over again I realize you're not as indestructible as I'd first thought. Your defenses are far under par vs damage, leaving you relying entirely on your regen. Sure you're immune to fort and psionic (which I'd say covers the majority of will saves in this setting), but enough opponents will beat you down faster than you can heal. I had originally thought you were defense capped and that you still had regen 20, but I see now that's been reduced to 10 (which is only 1/round). Still very difficult if you aren't getting mobbed, but not AS bad.</p><p></p><p>Looking at things more in depth, I spot a few other things : </p><p></p><p>Yes it does take a move action to direct summons, but you can direct all them at once, and they'll keep doing what you say until they finish, you change orders, or they are beaten or dismissed. </p><p>Also, most combat actions require the standard which you'd still have free. Now, you don't have any attacks, but with a 2 point variable you could get an acceptable attack to kind fill in some 'pew pew'.</p><p>And as far as the 'action economy'.. you're already summoning 8 robots or 4 bombots, which is multiple actions in itself.</p><p></p><p></p><p>This should be 7pp : As WD pointed out earlier, Reaction/continuouse Distracting essentially cancels itself out leaving it at 1/rank, side effect 2 makes it 1/3 ranks, reducing it to 10. Removable is 1/5, so that's another 2 reducing it to 8, and then the quirk would reduce it to 7.</p><p>However I still think gaining the extra point for that as a 'quirk' is a bit exploitive. As I pointed out earlier, Without that 'quirk', the distracting flaw isn't really a flaw at all since it's reactive. Also Distracting itself is pretty iffy on a PL 10 character with 6 dodge 0 parry. All you loose is 3 dodge for one turn after being affected by a fort save, at a cost reduction of-1/rank and an additional -1.</p><p></p><p>Here's an idea: </p><p>Dynamic System Reallocation: Immunity 30 (Fortitude Effects; Free/continuous, Removable, Side Effect 2: Damage 8) 8pp. Only costs 1 point more than your current, and avoids the entire distracting/reaction problem.</p></blockquote><p></p>
[QUOTE="Jemal, post: 6119903, member: 9026"] [MENTION=4936]Shayuri[/MENTION] - Assuming both Dyanmo and Singularity join that puts us at I believe 5, but I'd be fine with 6 if WD and the others are. [MENTION=41605]Voidrazor[/MENTION] - Actually, the combat power of them doesn't bother me too much (considering you'll mostly be using the bots), it's the utility that I was iffy about. With both create and transform, you can solve practically any problem. Perhaps if they were more limited? Maybe some sort of tech limit? Can only make stuff that's average tech? Honestly if you want the replicator bots thing, I'd just go with transform anyways, actual create is essentially making something from nothing, wheras transform would be the more standard 'nanobots taking stuff and changing it into what they want to build'. Also, after looking it over again I realize you're not as indestructible as I'd first thought. Your defenses are far under par vs damage, leaving you relying entirely on your regen. Sure you're immune to fort and psionic (which I'd say covers the majority of will saves in this setting), but enough opponents will beat you down faster than you can heal. I had originally thought you were defense capped and that you still had regen 20, but I see now that's been reduced to 10 (which is only 1/round). Still very difficult if you aren't getting mobbed, but not AS bad. Looking at things more in depth, I spot a few other things : Yes it does take a move action to direct summons, but you can direct all them at once, and they'll keep doing what you say until they finish, you change orders, or they are beaten or dismissed. Also, most combat actions require the standard which you'd still have free. Now, you don't have any attacks, but with a 2 point variable you could get an acceptable attack to kind fill in some 'pew pew'. And as far as the 'action economy'.. you're already summoning 8 robots or 4 bombots, which is multiple actions in itself. This should be 7pp : As WD pointed out earlier, Reaction/continuouse Distracting essentially cancels itself out leaving it at 1/rank, side effect 2 makes it 1/3 ranks, reducing it to 10. Removable is 1/5, so that's another 2 reducing it to 8, and then the quirk would reduce it to 7. However I still think gaining the extra point for that as a 'quirk' is a bit exploitive. As I pointed out earlier, Without that 'quirk', the distracting flaw isn't really a flaw at all since it's reactive. Also Distracting itself is pretty iffy on a PL 10 character with 6 dodge 0 parry. All you loose is 3 dodge for one turn after being affected by a fort save, at a cost reduction of-1/rank and an additional -1. Here's an idea: Dynamic System Reallocation: Immunity 30 (Fortitude Effects; Free/continuous, Removable, Side Effect 2: Damage 8) 8pp. Only costs 1 point more than your current, and avoids the entire distracting/reaction problem. [/QUOTE]
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