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M&M 3e Re-recruitment - (closed)
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<blockquote data-quote="Jemal" data-source="post: 6120124" data-attributes="member: 9026"><p>Forgot you didn't have the horde add-on, though there are ways around that (Summoning before combat if WD allows it, for example), and I'm fairly certain the 'minion team attack' rules are an optional simplification for GM's who're worried about the multiple actions, not a hard minion rule.</p><p>As far as the orders, I can't recall where I read it or if it was part of a discussion, but I thought you could give a group of minions the same order with one action.</p><p></p><p>RE: Immunity</p><p>I'm curious, what's your specific problem with the immunity version I posted? I would point out the only difference from yours is that i dropped reaction to free and dropped the distracting (Which was essentially paying for the reaction).</p><p>As it sits now, you can just keep it going so long as you want without any action - it's actually better than the reaction one, as you don't have to deactivate it. The only instance in which the reactive version is better would be if you happen to get caught 'with your pants down', which should be never, since you can just say you 'always' have it on except when you specify otherwise, or when it gets shut off (Which would negate the reactive version anyways). </p><p></p><p>Finally, as to the damage every round, I'd expect the Side Effect would only kick in when the power is 'used' (IE whenever it protects you from a fort save), not every round it's on... At least this is how I'd run it in this particular case.</p></blockquote><p></p>
[QUOTE="Jemal, post: 6120124, member: 9026"] Forgot you didn't have the horde add-on, though there are ways around that (Summoning before combat if WD allows it, for example), and I'm fairly certain the 'minion team attack' rules are an optional simplification for GM's who're worried about the multiple actions, not a hard minion rule. As far as the orders, I can't recall where I read it or if it was part of a discussion, but I thought you could give a group of minions the same order with one action. RE: Immunity I'm curious, what's your specific problem with the immunity version I posted? I would point out the only difference from yours is that i dropped reaction to free and dropped the distracting (Which was essentially paying for the reaction). As it sits now, you can just keep it going so long as you want without any action - it's actually better than the reaction one, as you don't have to deactivate it. The only instance in which the reactive version is better would be if you happen to get caught 'with your pants down', which should be never, since you can just say you 'always' have it on except when you specify otherwise, or when it gets shut off (Which would negate the reactive version anyways). Finally, as to the damage every round, I'd expect the Side Effect would only kick in when the power is 'used' (IE whenever it protects you from a fort save), not every round it's on... At least this is how I'd run it in this particular case. [/QUOTE]
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