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Post by Gryphynx on Aug 30, 2011 3:57:33 GMT -5
The real problem for most people with Marvel is learning, far too quickly, that you spend too many panels doing nothing as you regenerate unless you rely heavily on Modifiers. Hence some of the House Rules I've seen... As such, I've spent some time thinking on these issues...
From my understanding, these 2 common House Rule Modifiers work as such:
I've also been thinking about some new ones.
(NOTE: This is buying Leadership 2 and 4 with a +3 Action to Modifier, and Doesn't Help Friends -1, as well as removing Telepathy from the Actions it applies to +2; as if you had an item that granted you a Leadership Bonus, such as an AI Tactical Computer, but without the item).
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Post by WildKnight on Aug 30, 2011 8:06:37 GMT -5
I would never use your version of Energy Battery, and DR is too expensive at MN + Dur + 1.
These options are only valuable if, after cost, they're cheaper options than simply buying more Durability. Durability not only provides energy (at a much higher rate of conversion than your version of EB), and regeneration, it also gives you health.
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Post by Gryphynx on Aug 30, 2011 8:32:58 GMT -5
I see your point... Yeah, my Deep Reserves are very expensive... Hmmm... What are the current costs, because the costs I listed can't possibly be the ones everyone is using...?
Can't find the originals anywhere...
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Post by Silentking Alpha on Aug 30, 2011 8:58:24 GMT -5
I would never use your version of Energy Battery, and DR is too expensive at MN + Dur + 1.Says the guy who had it at the same price in his series of house rules.
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Post by pgholland on Aug 30, 2011 9:08:58 GMT -5
Energy Battery is costed based on your Durability: MNxDur in Red stones- so Energy Battery 1 with a Durability of 3 costs 1 white, at 2 it costs 2 white and so on- which makes sense- as Energy is 1/3 of the cost of Durability, extra energy should cost 1/3 of increasing your Durability by 1 really.
I think Deep Reserves costs MN- so works out at about the same cost for most characters.
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Post by Gryphynx on Aug 30, 2011 9:12:29 GMT -5
Well, using Healing Factor as a base, and considering that the Energy Regen of Healing Factor is THE primary use of that particular Modifier, I think maybe the best way to do Deep Reserves is instead to use Healing Factor with a -1: Heal White Stones at normal speed of 1 per day, then a way to increase past that such as +1: Per additional Red Stone regenerated up to a maximum of double your Durability, no?
So, Durability 4 character would pay base, 3W to regenerate 6 Energy per Panel, 4W for 7, 6W for 8, the max he can regenerate...?
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Post by Brainstem on Aug 31, 2011 1:06:09 GMT -5
Generally, there's a motion to just scrap Durability altogether and, instead, break it into its components. You wind up paying for Health, Energy, and Regeneration all at CL rather than one at CLx3. This allows you create someone with, maybe, an exceedingly high metabolism but not necessarily more health, someone with a lot of staying power but that tires easily, or some other combination of effects.
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Post by WildKnight on Sept 2, 2011 7:24:12 GMT -5
I would never use your version of Energy Battery, and DR is too expensive at MN + Dur + 1.Says the guy who had it at the same price in his series of house rules. Yeah, I dropped it to Dur + MN a long time ago. I just haven't updated my House Rules, largely because in my newer set of house rules... This. It's a vastly better way to handle the whole situation.
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Post by Gryphynx on Sept 2, 2011 7:31:28 GMT -5
WildKnight, do you have the House Rules available? And how do you handle Actions that would be dependant on Durability? Base it on Health? While admittedly uncommon, there are critters like the Blob who use Durability for other than just Health, Energy and Regeneration... And how do you handle Energy? Just CLx3 I assume?
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Post by pgholland on Sept 2, 2011 8:07:26 GMT -5
I would say that the best way to work out 'durability' for anything like that is to take the average of Health, Regeneration and Energy added together- as 'durability' represents something more than just how healthy you are. That would then also allow for using the chart about how quickly you tire.
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Post by Gryphynx on Sept 2, 2011 8:22:22 GMT -5
Problem with that is that Regeneration is adjustable via Healing Factors, so (assuming you meant energy/3), those with Healing Factors would tire more slowly than those without, and with the same Durability (which makes sense, not something I'd object to, but not fitting into how it works now.).
I think I like it though... Durability as a calculated Ability instead of there being 3 Calculated Abilities.
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Post by pgholland on Sept 2, 2011 8:30:09 GMT -5
Healing Factors don't modify regen in this modification though. And anyway- your Regen would be increased- which increases the average, not decreases...
The same as energy based on Int. It doesn't have to be perfect.
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Post by Gryphynx on Sept 2, 2011 8:39:41 GMT -5
Healing Factors don't modify regen in this modification though. Didn't know that... so what does it cost to get the Healing Factor? The Calculated Durability +2? Or based on one of the other 3 aspects that Durability becomes calculated from? That's what I said... "tires more slowly"
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Post by Brainstem on Sept 2, 2011 9:19:38 GMT -5
The Healing Factor still costs the same. You're able to purchase up your regen (and it's, honestly, really cheap considering what it does), but the ability to heal is incredibly valuable. I also feel that the maintained price of Healing Factor may have been a reaction to SO MANY characters being built with a Healing Factor simply because, in order to be effective, they need that regeneration. Now, the characters with Healing Factor are the ones that, thematically and not mechanically, need to Healing Factor.
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Post by Brainstem on Sept 2, 2011 9:20:16 GMT -5
Oh, and I guess it's also worth pointing out that there's no Intelligence Energy, either.
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