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More MnM questions (multiple Energy Blasts and TWF)...
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<blockquote data-quote="d4" data-source="post: 1790938" data-attributes="member: 12699"><p>first things first. if you have Immunity (Fire) that does not mean that you are immune to damage from fire attacks.</p><p></p><p>the Immunity super-feat makes you immune to <em>environmental effects</em> of that energy type: you could wade through a burning building and not take any damage. but when faced with an actual attack from another character, all Immunity (Fire) does is change lethal Fire attacks into stun Fire attacks.</p><p></p><p>so even if someone has Immunity (Fire), they are still forced to make a normal damage save against an Energy Blast (Fire).</p><p></p><p>the only way to make someone "immune" to an energy type is to buy Protection, flawed to only protect against that energy. i put "immune" in quotes because the Protection is only going to make you immune to attacks at a lower power rank than your Protection. if you've got Protection +10 (fire only), someone with an Energy Blast (fire) +10 is still going to force you to make a damage save. it'll only be DC 15, but you'll still have to roll.</p><p></p><p>now, if you wanted your Energy Blast to have special impact on someone who has either the weakness Vulnerable (Fire) <em>or</em> Vulnerable (Cold), you could probably do that with a custom extra.</p><p></p><p>Energy Blast (Fire) +10 [<em>Extra:</em> Affects targets with Vulnerable (Cold) as if it were Cold; <em>Cost:</em>3pp; <em>Total:</em> 30pp].</p><p></p><p></p><p>as above, everyone will always be making two damage saves, regardless of whether they have one Immunity or both.</p><p></p><p>Energy Blast (Fire) +10 [<em>Extra:</em> Energy Blast (Cold) (<em>Extra:</em> Triggered by Energy Blast (Fire)); <em>Cost:</em> 4pp; <em>Total:</em> 40pp].</p><p></p><p>this power lets you use a fire blast, a cold blast, or both together. your choice each round.</p><p></p><p>Energy Blast (Fire) +10 [<em>Extra:</em> Energy Blast (Cold) (<em>Extra:</em> Triggered by Energy Blast (Fire), <em>Flaw:</em> Restricted (Only when triggered)); <em>Cost:</em> 3pp; <em>Total:</em> 30pp].</p><p></p><p>this power can only fire a combined fire and cold blast. you cannot use either one separately.</p><p></p><p>finally, on the issue of TWF and Ambi. firstly, i dropped Ambi entirely and went with d20Modern's TWF.</p><p></p><p>secondly, i found that 9 times out of 10, TWF was unnecessary. want to be able to fire two Energy Blasts per round? Rapid Shot. want to be able to swipe with both claws every round? Natural Weapon with Rapid Strike.</p><p></p><p>unless the attack is coming from physically distinct weapons that you are holding in your hands, it's usually not necessary to buy TWF. even if you want to attack with claws on both hands, that can more easily be purchased as a single Natural Weapon power and the Rapid Strike feat. there's no need to buy two separate Natural Weapons just to cover this.</p></blockquote><p></p>
[QUOTE="d4, post: 1790938, member: 12699"] first things first. if you have Immunity (Fire) that does not mean that you are immune to damage from fire attacks. the Immunity super-feat makes you immune to [i]environmental effects[/i] of that energy type: you could wade through a burning building and not take any damage. but when faced with an actual attack from another character, all Immunity (Fire) does is change lethal Fire attacks into stun Fire attacks. so even if someone has Immunity (Fire), they are still forced to make a normal damage save against an Energy Blast (Fire). the only way to make someone "immune" to an energy type is to buy Protection, flawed to only protect against that energy. i put "immune" in quotes because the Protection is only going to make you immune to attacks at a lower power rank than your Protection. if you've got Protection +10 (fire only), someone with an Energy Blast (fire) +10 is still going to force you to make a damage save. it'll only be DC 15, but you'll still have to roll. now, if you wanted your Energy Blast to have special impact on someone who has either the weakness Vulnerable (Fire) [i]or[/i] Vulnerable (Cold), you could probably do that with a custom extra. Energy Blast (Fire) +10 [[i]Extra:[/i] Affects targets with Vulnerable (Cold) as if it were Cold; [i]Cost:[/i]3pp; [i]Total:[/i] 30pp]. as above, everyone will always be making two damage saves, regardless of whether they have one Immunity or both. Energy Blast (Fire) +10 [[i]Extra:[/i] Energy Blast (Cold) ([i]Extra:[/i] Triggered by Energy Blast (Fire)); [i]Cost:[/i] 4pp; [i]Total:[/i] 40pp]. this power lets you use a fire blast, a cold blast, or both together. your choice each round. Energy Blast (Fire) +10 [[i]Extra:[/i] Energy Blast (Cold) ([i]Extra:[/i] Triggered by Energy Blast (Fire), [i]Flaw:[/i] Restricted (Only when triggered)); [i]Cost:[/i] 3pp; [i]Total:[/i] 30pp]. this power can only fire a combined fire and cold blast. you cannot use either one separately. finally, on the issue of TWF and Ambi. firstly, i dropped Ambi entirely and went with d20Modern's TWF. secondly, i found that 9 times out of 10, TWF was unnecessary. want to be able to fire two Energy Blasts per round? Rapid Shot. want to be able to swipe with both claws every round? Natural Weapon with Rapid Strike. unless the attack is coming from physically distinct weapons that you are holding in your hands, it's usually not necessary to buy TWF. even if you want to attack with claws on both hands, that can more easily be purchased as a single Natural Weapon power and the Rapid Strike feat. there's no need to buy two separate Natural Weapons just to cover this. [/QUOTE]
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