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Post by trouble on Jun 17, 2008 16:46:55 GMT -5
Ok,
So Close Combat, with the option, 'as a modifier' is (AN + 3).
but claws, is a weapon mod, and costs (AN +4)
My question is, why wouldn't you just go with Close combat as a mod.
Ninjy McNinja, is blessed with high agility, and a lifetime of combat training. So much training that he doesn't even think about how he does it, it's just a part of him. So we give him Close combat as a Modifier.
I suppose that the only bonus is that you can't be dissarmed of your claws, and that matters if you can only pierce armor with a sword. Still, it seems like a nice benefit to fighter characters.
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Post by rennyn on Jun 17, 2008 16:55:52 GMT -5
Simple: Claws combines with Close Combat
You can't convert Close Combat to a modifier and then combine it with Close Combat the action.
So Claws is: CC +3 Action to Modifier +2 Combines with another action -1 Can't be hidden/is obvious = +4
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Post by Neros on Jun 19, 2008 7:23:54 GMT -5
So according to you, making a power that combines with another action costs +5... So far in my games, that kind of power is a +4 (The psycho cenctric something power Modifier is +5)
However, i think its abit wierd that a Modifier that combines with a Action is cheaper than making a Action into a Modifier..
Like if you make a Mastery of Fire with a Cost Level of +3.. Making a Action that combines with it costs MN+4 (or 5) Making it into a modifier (which can't be improved with LoE) is +3 to the cost.. So the Fire Mastery would cost +6, can't be improved and dosen't combine with anything..
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Post by Stark on Jun 19, 2008 7:32:43 GMT -5
I think it's unfair that "Claws" is worth +4 when "Targeting" is worth +4. Think about it: as far as reason go, one can't benefit from Claws when holding a sword, but the opposite is wrong with Targeting, when one still gains the free stones when holding an AK-47. WTH?
I personally make Claws cost +3, and add a special Modifier with various names (like "Battle Veteran" for example) that cost +4 and is usable with melee weapons as well. And of course, if the Claws can be retracted, they still cost +1 CL.
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Post by Ricochet on Jun 19, 2008 9:17:23 GMT -5
Here comes the weird part: Actually it is +6. Check out page 91 from the guide to the Hulk & the Avengers. +3 to turn an action into a modifier. +3 to add directly with an ability, action or modifier
Combat however is an exception at +2.
Edit: And don't forget, Targeting ''can never more than double the normal modifier of the weapon you are using''
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Post by Stark on Jun 19, 2008 20:55:05 GMT -5
Which means that even with a +1 throwing dagger you can score a 2 health stones damage. Not bad to my ears. It's not that hard to get one's hand on a machine gun +4, so I'm sticking with my house-rule here.
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Post by Brainstem on Jun 19, 2008 21:25:36 GMT -5
Edit: And don't forget, Targeting ''can never more than double the normal modifier of the weapon you are using'' This is something that I've always wondered about. How would this apply to an Action like Force Blast? It doesn't have a Modifier Number, but I don't see why a person who has superhuman targeting shouldn't be able to use this to guide a Force Blast.
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Post by Stark on Jun 19, 2008 21:29:11 GMT -5
Which is why I usually forget about this rule, dropping it into the "who cares, it's a superhero game, dammit" pile.
To hell with laws of physic. lol. ;D
Okay, not all, but... many.
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Post by Lord_Amadeus_Rahl on Feb 17, 2015 21:05:47 GMT -5
Targeting actually can be used with a forceblast.
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Post by Manah on Feb 18, 2015 1:42:16 GMT -5
Targeting actually can be used with a forceblast. Of course it can. Also, wow. That thread is like 7 years old... that's like 1/4 of my life, lol.
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Post by Neros on Feb 26, 2015 4:44:02 GMT -5
Funny how time flies... But at least he used the search button to see if the question already have been asked.... Wait, so he is raising a thread from the dead?
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