Zero Divide (OOC Discussion)

Aura was nerfed due to it being over powered and the nerf was errated into the core rules, so the nerf is core. It was just way too good for a 1pp/level extra. Toughness saves are harder to make, being able to inflict two per hit and possibly 3+ toughness saves per round is very very powerful.
 

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So that makes my powerset a little expensive. How about I just go with the weapon summoning concept instead.

Is that okay Vanifae?

There is a Weapon Summoning power in the Ultimate Power book, p. 201. Would you allow that instead of the electrical control array?
 



Shalimar said:
Aura was nerfed due to it being over powered and the nerf was errated into the core rules, so the nerf is core. It was just way too good for a 1pp/level extra. Toughness saves are harder to make, being able to inflict two per hit and possibly 3+ toughness saves per round is very very powerful.

The problem is that A) I don't necessarily buy Toughness as being worse than other saves, B) I don't see the new requirement as an improvement.

Let's start with B: The requirement that the Aura power be Touch Range and Sustained means that the base power of the aura makes a tremendous difference in the overall cost. Strike (probably the most basic Aura idea, and generally one of the more obvious ones) goes up by 2 pp/rank - Aura is costing 4/rank total. Let's look at some other powers though. Emotion Control is Perception range and Sustained. Including Aura is net -1 (-2 going to touch range, +1 for Aura), so an Emotion Aura is only 1 pp/rank and not noticeable by default. And Noticeability is a huge deal on Auras, since an opponent who can reasonably guess that someone has an aura can often use other tactics easily to defeat the defensive benefit. Punching or grabbing the burning guy or spikey lass might be a bad idea; instead smack them with something big, use a ranged attack, etc. Is a Will attack really only less than 1/4th the power of a damaging effect? Maybe? Then let's look at something that does damage. Take Telekinesis, make it touch range and buy the damaging extra to go with the Aura. Now you can do damage or achieve some other STR based effect for a total of 3pp/rank. The errata's nerf to Aura doesn't so much weaken Aura as simply change the good ways to use. If Aura really does need to weakened (probably, along with the other - even easier and cheaper - way to inflict multiple damages: Improved Grab), then that's not the way to do it.

And for A, Damage save DCs do start at 5 points higher than other save DCs. However, let's look at the overall situation. I think there's generally going to be more variability in exotic saves than in toughness, since they aren't so strongly linked to PL. That's both good (you can hit a weak spot), and bad (some saves can be at or above PL without a corresponding downside). With some foreknowledge (or good guessing) and/or an array with several attack forms, I think the attacker can get an edge though.

And the sliding effects for attack powers tend to compare pretty evenly with damage. Let's make some comparisons assuming that toughness save = exotic save (a pretty high level of exotic saves, IMO). Because the difference in starting DCs, the degree of failure on a 'other' save is going to be 5 points less than that of damage.

................Damage............................. Power
Fail 0-4: Bruise .............................. nothing
Fail 5-9: Stun+Bruise........................... Daze (lasting), fatigue, -2 att/check, slowed, entangle
Fail 10-14: Staggered+Stun................. Stun (L), Nausea (L), Bound/Helpless, Exhausted
Fail 15: KO ......................................KO (L), KO, Fanatic (L)

At the 15 point level (or failure by 10 for exotic attacks), the results are basically equivalent: the character is taken out. Although being Fanatic is a bit worse than that, I'd say, since it's not only -1 combatant for your team AND +1 for the enemy team. Sometimes it will be easier to bounce back from damage (regen, recovery check, Healing), other times it will easier to shrug off the lasting effect on a followup save or have it countered.

At the failure by 10 or so level (5 for special attacks), the damaged character is in trouble for a round, and significantly diminished in capability otherwise. I think that results like helpless (snare, or paralyze) or losing the ability to attack for possibly several rounds (Stun, Nausea) are in the same ballpark. Emotion Control can be pretty bad at this stage too (helpful from love, hostile to someone from hate, or running away). Exhaustion isn't so bad for this level of effect, since it's only more penalties instead of something that screws up actions. However, fatigue type effects can be hard to heal (only HP or hours to recover; no secondary save to shake it off) and can really screw characters using Extra Effort.

At the -5 from DC level (basic failure for non toughness), damage is pretty much always worse. The only condition that I'd generally consider as bad being Stunned for a round (and taking a bruise) might be Daze or Slow from Stun and Paralyze respectively. Stun is worse for a single round, but the others can screw up actions over multiple rounds depending on followup saves. Note that non-staged effects like Confuse, Dazzle, Dimensional Pocket, Mind Control, Drain, Suffocate and Transform come in that this level. The problems inflicted by these powers vary radically on a case by case basis, ranging from annoying (Dazzle that doesn't take out all a character's accurate senses) to problematic (blindness, trapped in an object or other dimension) to "Fine. Just give me the HP for getting screwed by this BS."

At the 0 to 4 level, the character would have made the save against the exotic attack, so the damage is obviously worse.

So I'm not really buying non-damaging as being significantly worse than damage effects, although the variability there can make comparisons difficult. EDIT: oops, had this backward for my argument.
 
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And no your characters are not heartless or evil monsters though some will have done some questionable things this will not be some Millaresque adventure into pain and misery.

But I find that foibles make for good initial drama.
 

Assuming that the vision was real, the guy that Michael offed was kind of a sleazebag.

Has anyone else done anything evil in their flashbacks/visions?
 

Our characters do still all appear to be in our teens/early twenties, right? Just want to confirm that since the US in the visions would seem to be much older.

Victim, I agree that a damaging aura costing 4 is a bit much, but I think only costing 1 is too little for what it does. I would have just made it a flat 2pp/rank modifier, especially since as an extra it is always on so you'd have to buy another strike outside of it.

Here is the text for weapon summoning:

WEAPON SUMMONING
Effect: Array (Damage) Action: Free (active)
Range: Personal Duration: See description
Saving Throw: Toughness Cost: 2 points per rank
You can summon weapons out of nowhere. Summoned weapons
simply appear in your hand(s), ready to use. At the default level,
you can summon a weapon that provides a Ranged Damage effect
at your Weapon Summoning rank. It has the normal parameters
for such an effect and never runs out of ammunition, even if it’s
normally the sort of weapon that requires it.

Each additional weapon you can summon is acquired as an
Alternate Power feat: allocate the 2 power points per rank of your
Weapon Summoning Array to the weapon’s effects. So, for exam-
ple, you could summon grenades (Thrown Damage Explosion), a
sleep gas gun (Ranged Stun, Sleep), armor-piercing submachine
gun (Ranged Autofire Penetrating Damage), or any other suit-
able weapon, limited only by your available power points and the
Gamemaster’s approval.

You can only have one weapon in existence at a time, although
you may divide your Weapon Summoning power points to main-
tain multiple weapons at once if they’re acquired as part of the
same Alternate Power feat. If your Weapon Summoning is Dynamic
(see the Array structure description), then you can maintain mul-
tiple weapons at once, dividing your Array points among them as
you see fit each round. It takes only a free action to summon a
new weapon; any unused weapons vanish. The same happens with
any weapons taken from you or given to someone else, unless you
apply the Affects Others modifier (see Extras, following).

POWER FEATS
Immunity to Summoned Weapons: You’re immune to the
effects of your own summoned weapons, whatever they may
be. Even if they’re taken away from you, your weapons cannot
be used against you.
EXTRAS
Affects Others (+1): You can give your summoned weap-
ons to other people and they can use them normally. You can still only maintain one weapon at a time (as defined by the limits of your Weapon Summoning Array), so if you give away a weapon, you can’t simply summon another to take its place.
FLAWS
Limited Dismissal (–1): You can only “dismiss” a weapon (in order to replace it with another) while you are touching it. This means if you are disarmed or your weapon is other-
wise taken away from you, you cannot dismiss it to summon another. The lost weapon still won’t work for anyone else unless you also have the Affects Others extra, in which case the weapon continues to work normally, and might even be used against you!
Limited to One Weapon (+0): If you’re Limited to sum-
moning only one weapon, you can’t spend power points on
Alternate Power feats for the ability to summon other weap-
ons. This is a +0 modifier, since it’s largely a character creation
choice rather than a true Limit on the Weapon Summoning
power; in essence, your Weapon Summoning power just uses
the base effect of the weapon rather than an Array structure.
See the Summoned Devices sidebar of the Device power for
more on this.

ASSOCIATED EFFECTS
Weapon Creation: If you can summon any weapon, limited
only by your available power points (and the campaign’s power
level limits), then you have a Variable structure (see Variable in
the previous chapter) costing 7 points per rank and providing
you with a pool of 5 power points per rank to create weapons.
You can use Weapon Creation as a free action and it is con-
tinuous duration, so created weapons remain until you choose
to dismiss them. Immunity to Summoned Weapons, Affects
Others, and Limited Dismissal can apply to Weapon Creation
just as they do to Weapon Summoning.

Weapon Summoning is the Blast Power, for each additional weapon you want to be able to summon you by an AP. Its all just flavor text really.
 

Shalimar said:
Our characters do still all appear to be in our teens/early twenties, right? Just want to confirm that since the US in the visions would seem to be much older.
Yes apparent ages should be about 18-22 years of age.

And yes I figured you would not like Haven's flashback ;)
 

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