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Post by webhead on Mar 29, 2007 16:33:06 GMT -5
Obviously, this wouldn't work with all modifiers, but I was wondering if anyone's ever done anything like this. Only Mods with Modifier Numbers would be eligible to be converted to Actions, since Actions have to have Action Numbers (let's not get started on Steal Superpower here...) So, Enhanced Vision or Suppress Mutant Powers would be good candidates for this. Seeing the "Action to Modifier" advantage in Stain's character builder is what got me to thinking about it. The advantage is priced at +3 Levels. So would converting a Mod to an Action be a -3 Level disadvantage? I know the main advantage of Mods is that they're always on, but there could be plenty of characters who would have to focus to use something like Sonar Sense, for instance. Not to mention, the price break on a costly Mod like Suppress Mutant Powers would be nice, even if you had to pay to keep it active each panel. Just because you envision a character who can do something, doesn't mean that you've envisioned a character who always does it, or does it effortlessly. Anyway, it's food for thought, and I figured I'd throw it out there for some feedback.
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Post by thedragonmaster on Mar 29, 2007 17:38:21 GMT -5
I like the way that sounds, and would probably allow my players to handle it that way. But you would have to be careful allowing it. You just know that as sure as you do, you'll get the player who always uses modifier x and wants to be able to advance it, who will forget to be using it at a crucial moment, and throw a fit when they realize what happened. (we call those players allistairs in our group)
But so long as you have mature players it sounds like a really cool advant... shouldn't it be considered a disadvantage? You are limiting when it can be used, as well as requiring them to pay per use on something that otherwise would be free. Still sounds cool.
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Post by webhead on Mar 29, 2007 17:47:46 GMT -5
Thanks for the feedback, dragonmaster. I hadn't considered the fact that the newly created Actions could be advanced by spending lines. That's definitely something to take into consideration. Oh, and I did call it a disadvantage... Seeing the "Action to Modifier" advantage in Stain's character builder is what got me to thinking about it. The advantage is priced at +3 Levels. So would converting a Mod to an Action be a -3 Level disadvantage? Sorry if I worded it in a confusing way.
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Post by thedragonmaster on Mar 29, 2007 17:58:30 GMT -5
lol. Guess I could use a little more sleep. As natural a progression from Action to Modifier as this is, it had really never occured to me. Though I can think of a couple of characters I could use this with for my next game.
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Post by Kaimontfendo on Mar 29, 2007 21:15:39 GMT -5
Hmm... An interesting idea, but I sense a few flaws. First of all, an advantage that cost +3 doesn't mean that the opposite of it is a -3 level price break. Compare "Extra Ability Bonus/Weapon Modifier" against "No Bonus."
Secondly, that doesn't figure in a cost for being improvable by Lines. I feel like that should add to the cost, and possibly counterbalance the fact that you need to pay to use it. Meaning: it would cost the same, but function much like a normal action.
Now if only I could think of any modifiers I'd lik to add this to other than enhanced vision...
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Post by Brainstem on Mar 29, 2007 22:19:49 GMT -5
Now if only I could think of any modifiers I'd lik to add this to other than enhanced vision... That's the big issue I saw with it. Most modifiers aren't the type of thing that you would be able to use willingly. Claws as an Action would just be Close Combat, Toughness would just be shifting Durability to defense. Still, it makes sense for modifiers like Suppress Mutant Powers. But then again, isn't that what artificially intelligent is for? Instead of it being active at all times, it only activates when needed. If that's not it's purpose, then I'm at a loss for what other use A.I. could have.
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Post by Kaimontfendo on Mar 29, 2007 22:53:28 GMT -5
Someplace I have notes for a sickeningly cool device I designed with AI. I called it a cellular restructuring device, or something like that, and it provided Free, Artificially Intelligent, Metamorphosis. The upshot of it was that a person using it would manifest almost any power required to save their own life. (It's a lot like a watered-down version of Lifesaving, now that I think about it. Costs about the same, too.)
The upshot of AI is that it automatically kicks on when wanted/needed.
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Post by narrativium on Apr 1, 2007 14:56:53 GMT -5
I'd like to throw in an idea for Modifiers which have just a basic cost, i.e. the ones where you can't pick a Level for that power. Instead - in some cases - I'd prefer just to say, "this counts as a Level X power, and these advantages or disadvantages will adjust the power correspondingly.
Example, Duplicate Self. It's a 30w power which comes all in one package, but which doesn't encompass (because at the time it probably couldn't know) the powers which Jamie Madrox now has. Instead of being called a 30w cost, just call it a Level 13 power (corresponding cost, 30w).
Possible advantages for purchase: can create duplicates at range. Can absorb them at range (possibly extra cost depending on how much range). Can create/absorb duplicates at a cost of 1 per red stone in Speed rather than 1 per panel. Teelpathic connection with dupes. Ability to control the emotional state or knowledge quotient of a given duplicate so it can be more focused, heroic, optimistic, rational etc. than the original. Can create duplicates which create duplicates (i.e. the original isn't the only one).
Possible disadvantages: Suffers greater injury when absorbing a dupe. Lack of control over dupe emotional states. Reduced life force or ability stretched over more dupes. Lack of control over dupes being formed, or other form of cost in how dupes are created - Jamie Madrox makes dupes whenever he's hit, and sometimes he doesn't even remember it; imagine a Hero who had to do something else to create a dupe, like have to be cut/spill blood/kiss someone?
I think there's a huge range available. Take the power at base rate of 30 stones and drop or add levels and corresponding abilities.
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Post by webhead on Apr 7, 2007 10:33:28 GMT -5
Yeah, I wasn't sure about the cost level change. That's why I phrased it as a question. I know there are a lot of modifiers out there that really kick ass. I'm not sure if any of them are ones that would translate into Actions though, with the possible exception of Suppress Mutant Powers. Even then, having to spend stones on it to use greatly reduces effectiveness.
Stone cost aside, it's still going to use of one of your actions that panel, whereas before it was essentially a free third action for every panel. That sounds like a major downgrade to me.
I think the concern of improving by lines kind of goes away when a Mod becomes an Action though. I can't help but feel the reason that the designers didn't allow for improvement of Mods was that the stones were always free, and the effect always active without using any actions. Once the stones and effect aren't free, I don't think it's really an issue anymore.
I totally understand the concern that -3 Levels is too much of a break, but I can't help but feel that the switch would be a Disadvantage as opposed to an Advantage. Maybe not -3 Levels, but at least -1 or -2.
Thoughts? Opinions?
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Post by thedragonmaster on Apr 7, 2007 14:40:27 GMT -5
I wouldn't say -2 at least. Yes, you can increase the level, but you are loosing the free stones from the general pool, and you have to choose to have it going, draining your energy pool, as well as reducing by one your available actions per panel (not to mention the possibility that you won't have it going when you need it, "yes, if you had animal senses as a modifier, you'd know that the enemy just entered the room, but since it was an action and you weren't just then using it, you were blind sighted").
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