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Post by Manah on Jan 24, 2024 19:30:23 GMT -5
Oh, already answered that. Thanks Rowlet.
Yeah, the original Energy Battery rules were in the House Rules Assembled file and didn't follow the usual CL=MN+X logic for the cost, which I thought didn't make much sense for what it did, so I changed it to what is described above.
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Kito
Puny Human
Posts: 24
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Post by Kito on Jan 24, 2024 21:36:14 GMT -5
Ty went threw and made a lot of changes to the MURPG mod i use. I tend to make things a lot cheaper then what you have but I still love that program Saves a lot of time for people building there hero. Still could not find my old notes on Magic. think there gone. And Absorb Ambient Energy or Bio steel mod. they might just be gone sadly.
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Post by Manah on Jan 24, 2024 21:51:26 GMT -5
Possibly, I don't recall any of them. I'm working on my own magic rules every now and then, but I've started anew a few months ago because I didn't like where my previous set of rules was going.
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Kito
Puny Human
Posts: 24
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Post by Kito on Jan 25, 2024 7:07:42 GMT -5
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Post by Manah on Jan 25, 2024 19:10:50 GMT -5
Hmm. For the most part this is basically re-purposed existing actions/modifiers. I don't really need to add them to my rules, but they do give me a couple of ideas. Thanks for showing me this.
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Kito
Puny Human
Posts: 24
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Post by Kito on Jan 25, 2024 19:36:29 GMT -5
mostly did it for me as I found them on my phone and did not want to search for them later when I got to my computer. I "updated" them on my Mod/Action rules you free to look there as well let me know what you think
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Post by Manah on Jan 28, 2024 20:08:51 GMT -5
Well, one thing I did notice which I'm not a fan off is the Ambient Energy one causing a negative effect in areas with no ambient energy around. It's supposed to be a power, granting you more energy under certain circumstances, but this makes it a flaw under certain circumstances. Now, I get that it probably wouldn't happen all that often, because there's probably a ton of energy sources, but if that's the reasoning behind it, why have it at all?
I generally don't like powers inherently coming with disadvantages included in the package. In my opinion, all base powers should always only grant benefits, period. No circumstantial disadvantages... UNLESS the user also grabs an Optional disadvantage which reduces the cost, and adds said circumstantial drawback. Given that what energy is available - and how much of it - is pretty much entirely under your GM's control, I think the 3w price is fair, without the flaw, and then taking it would knock it down to 2w.
Of course, that's just my philosophy, and it's okay if you don't subscribe to it. Just my 2 cents.
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Kito
Puny Human
Posts: 24
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Post by Kito on Jan 28, 2024 22:30:58 GMT -5
I tend to Agree, IT was originally a MN+3 i think, and after testing I was like Why not just always take Tireless or Energy Battery. 3w is just where i "start" it at depending on the element and setting. so, something rare like IDK demon Realm Energy would probably Be 1r but Air would be 10W as you will almost always have air around you or you have different things to worry about (also i would probably say no to air) but I remember using it years ago. Alot of my players would take it as an Extra Regen that would fit better for there powers.
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Post by Manah on Jan 28, 2024 23:38:25 GMT -5
I like the idea, not gonna lie, lol. It's a cool concept, well fitting with Masteries of Element. I personally wouldn't 'illegalize' air as an available Energy, but I could see it increasing the cost by +1 due to being easily available. Equally lowering the cost for a rarer element like fire, which doesn't tend to be found all over the place.
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