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M&M 3e Re-recruitment - (closed)
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<blockquote data-quote="Voidrazor" data-source="post: 6120001" data-attributes="member: 41605"><p>Even with the precise extra, the rules for Create mention that the GM determines the tech limit. The same can be assumed for Transform. So I don't think that it can or should be a solution to all problems. I'm hoping for some leeway when it comes to making 'death'-traps. But beyond that I don't expect to be able to replicate powers with it beyond the Afflictions mention in the powers' text and some Green Lantern tricks. As for having both Transform and Create, there is a lot of overlap, but the rules for how created objects interact with the world seem a lot clearer and better simulate some of the stuff a solid mass of replicator bots might do (the aforementioned GL tricks). Also, to my mind at least, assembling objects out of seemingly thin air (but air that actually has a bunch of nanobots suspended in it) falls well within the purview of comic-book-science nano. </p><p></p><p></p><p></p><p>Yeah, I cut his Regen back and actually upped his normal defenses from those of the first draft build, in an effort to normalize him a bit. Regardless, and mobbed or no, I expect to spend a fair amount of time staggered.</p><p></p><p></p><p></p><p>I don't see anything about being able to direct them all at once. Certainly not to do <em>different</em> things. And if they are all doing the same thing, then they use the minion rules rather than getting multiple rolls. Also summoning each of the 8 robots or 4 bombots is a standard action.</p><p></p><p>As I mentioned in my previous post, I'd be happy to take a flaw specifying that the variable can't be used as an attack alongside active robots. Or I could not take the flaw and simply refrain from the cheese of configuring the variable with the flaws necessary to squeeze an effective (or even semi-effective) attack out of it.</p><p></p><p></p><p></p><p></p><p>Ah, you're right. Hero Lab balked at adding the reaction modifier, not processing the change to free/sustained. My math was off in trying a workaround.</p><p></p><p></p><p></p><p>I don't mind not getting a point for the quirk. His dodge was actually raised from the previous build in hopes of making the distracting flaw more meaningful. I have some reservations about you version, but could maybe live with it. I was definitely thinking that he would suffer negative effects just when hit with a fort effect, rather than taking damage every round he was worried someone might decide to throw an Affliction his way.</p></blockquote><p></p>
[QUOTE="Voidrazor, post: 6120001, member: 41605"] Even with the precise extra, the rules for Create mention that the GM determines the tech limit. The same can be assumed for Transform. So I don't think that it can or should be a solution to all problems. I'm hoping for some leeway when it comes to making 'death'-traps. But beyond that I don't expect to be able to replicate powers with it beyond the Afflictions mention in the powers' text and some Green Lantern tricks. As for having both Transform and Create, there is a lot of overlap, but the rules for how created objects interact with the world seem a lot clearer and better simulate some of the stuff a solid mass of replicator bots might do (the aforementioned GL tricks). Also, to my mind at least, assembling objects out of seemingly thin air (but air that actually has a bunch of nanobots suspended in it) falls well within the purview of comic-book-science nano. Yeah, I cut his Regen back and actually upped his normal defenses from those of the first draft build, in an effort to normalize him a bit. Regardless, and mobbed or no, I expect to spend a fair amount of time staggered. I don't see anything about being able to direct them all at once. Certainly not to do [I]different[/I] things. And if they are all doing the same thing, then they use the minion rules rather than getting multiple rolls. Also summoning each of the 8 robots or 4 bombots is a standard action. As I mentioned in my previous post, I'd be happy to take a flaw specifying that the variable can't be used as an attack alongside active robots. Or I could not take the flaw and simply refrain from the cheese of configuring the variable with the flaws necessary to squeeze an effective (or even semi-effective) attack out of it. Ah, you're right. Hero Lab balked at adding the reaction modifier, not processing the change to free/sustained. My math was off in trying a workaround. I don't mind not getting a point for the quirk. His dodge was actually raised from the previous build in hopes of making the distracting flaw more meaningful. I have some reservations about you version, but could maybe live with it. I was definitely thinking that he would suffer negative effects just when hit with a fort effect, rather than taking damage every round he was worried someone might decide to throw an Affliction his way. [/QUOTE]
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