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Post by zaphodbeebledoc on Nov 9, 2018 16:38:36 GMT
Just wondering about Super Dodge/Shield. Do you have to pick one or the other? Or are they variants on the same thing, like The Flash would move out of the way of bullets, where Cap America would interject his shield between him and the assailant...
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 9, 2018 16:48:25 GMT
Just wondering about Super Dodge/Shield. Do you have to pick one or the other? Or are they variants on the same thing, like The Flash would move out of the way of bullets, where Cap America would interject his shield between him and the assailant... Yes they are variants. So if you picked that then bullets could pass through you or your body could form a shield or parry an attack.
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Post by zaphodbeebledoc on Nov 9, 2018 16:48:59 GMT
Okay, another couple of questions...
Is it possible to put a limitation on an existing power, and if so, would you get any origin points back?
Secondly, the limitations in the booklet: are they just examples?
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Post by zaphodbeebledoc on Nov 9, 2018 16:49:56 GMT
Just wondering about Super Dodge/Shield. Do you have to pick one or the other? Or are they variants on the same thing, like The Flash would move out of the way of bullets, where Cap America would interject his shield between him and the assailant... Yes they are variants. So if you picked that then bullets could pass through you or your body could form a shield or parry an attack. Excellent!
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 9, 2018 16:54:45 GMT
Is it possible to put a limitation on an existing power, and if so, would you get any origin points back? Not sure. Depends. There would have to be an in-game reason for that I think. Secondly, the limitations in the booklet: are they just examples? Yes. Feel free to come up with other stuff and I will tell you if it is okay.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 9, 2018 17:01:19 GMT
Also, as an aside, I was thinking that powers should cross over into 'real life'.
What I mean is, if, for example a character fired a gun, which normally does 1 damage, if that character has super attack they would do 2 damage with that gun. Assuming that that character knew how to fire a gun.
Does that make sense?
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Post by zaphodbeebledoc on Nov 9, 2018 17:31:21 GMT
Putting my GM hat on, I would say that it depends on the rational of the attack used. If Dave's character fired a gun, you could say that the damage was enhanced by her sonic ability. For my character, if I could "augment" bullets, then perhaps. But with no prep, I'd say no.
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Post by zaphodbeebledoc on Nov 9, 2018 22:49:31 GMT
Okay, so I've just bought Super Dodge/Shield with Requires Activation, for half a point, and I need to spend an action activating it. Once activated, I assume I'm able to use either effect at will, until say, the end of combat.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 9, 2018 23:29:15 GMT
Okay, so I've just bought Super Dodge/Shield with Requires Activation, for half a point, and I need to spend an action activating it. Once activated, I assume I'm able to use either effect at will, until say, the end of combat. Yes, that's fine.
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Post by brumguvnor on Nov 10, 2018 9:49:15 GMT
Little known fact: the more that players ask questions about rules (especially homegrown ones) the more they are into the game in question!
So: my rules q's are:
- did we firm up the rules on rituals / preparation? - any benefit from taking a long time - say an hour - to cast a spell instead of in combat?
- are there any extra levels of super-sorcery? - and if so - what do they do?
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 10, 2018 23:02:02 GMT
Little known fact: the more that players ask questions about rules (especially homegrown ones) the more they are into the game in question! Sorry not to reply sooner, I have spent all day playing with lego preparing for the next game. - did we firm up the rules on rituals / preparation? - any benefit from taking a long time - say an hour - to cast a spell instead of in combat? Basically no, it doesn't give you any benefit. - are there any extra levels of super-sorcery? - and if so - what do they do? OK, just for you, how about Mega Sorcery? Costs 2 (10xp) Power point costs are all reduced by 1, to a minimum of 1. Once you have cast a spell 3 times, you don't need to roll a test. If you fail a casting, it only costs 1 point. If you have any other or alternative ideas - let me know.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 11, 2018 14:00:12 GMT
Super sorcery rules update
Casting a spell requires a smarts roll. This is made at a -2 penalty if the spell has not been attempted before, and a further -2 if this is an ‘unknown power’ (i.e. it has not been observed before).
Effects such as super attack or teleport, which have an instant effect can only be used once, unless more power points are spent to repeat the effect. Others powers last for 10 minutes. If an additional power point is spent on casting, this time is extended to 1 hour, or 1 day if 2 points are expended.
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gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Nov 11, 2018 14:01:51 GMT
Proposed rule change Currently the rules for ‘modified attack’ state that you have to pick the modified attack when you gain the power. What about if you are allowed to modify your attack at will? For example if you had an ice mega attack, that normally does 3 damage to 1 target, 2 damage to 2 targets or 1 damage to 4 targets. By reducing the damage, you could add in slam effects, such as a snowstorm that does 2 damage and blinds someone, an icy floor that causes 4 targets to fall over, or freezes them in place, or a bolt that causes 1 damage and paralyses the target. It does mean my baddies will get to do this too.
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Post by zaphodbeebledoc on Nov 11, 2018 17:05:24 GMT
Proposed rule change Currently the rules for ‘modified attack’ state that you have to pick the modified attack when you gain the power. What about if you are allowed to modify your attack at will? For example if you had an ice mega attack, that normally does 3 damage to 1 target, 2 damage to 2 targets or 1 damage to 4 targets. By reducing the damage, you could add in slam effects, such as a snowstorm that does 2 damage and blinds someone, an icy floor that causes 4 targets to fall over, or freezes them in place, or a bolt that causes 1 damage and paralyses the target. It does mean my baddies will get to do this too. Sounds fair enough. I like that.
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Post by brumguvnor on Nov 13, 2018 15:36:08 GMT
holy crap! - hit with the nerfhammer....
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