And why does it bypass resistance and what do you mean by that? Because to my knowledge, bypass more or less means ignores, and I don't recal that any place in the rules for it.. It sais it allows you to burst through things upto you're AN and Strength allows you to smash things upto you're Strength..
Juggernaut is faced with a Special Magically reinforced Steel Wall. Hardness 9. He charges it, putting 2 stones into Unstoppable to move at maximum speed, and 4 stones for damage. When he hits the wall, because his AN is 9, he bypasses the hardness, and puts a area 4 hole in the wall, AKA a 50 foot hole appears in the wall and he moves through it like butter.
Post by takewithfood on Oct 19, 2009 8:25:53 GMT -5
Dio, the book is pretty unclear as to what it means by "up to your AN". Ordinarily I would interpret it the same way that you have, but if you read the example given in the book, it compares Juggy's 6 stones of Unstoppable vs the Hardness 6 of the wall he's smashing through.
The way I intend(ed) to playtest it was that the total number of stones in your box = max hardness you can smash through that panel, up to your AN as an absolute max. You effectively ignore resistance entirely as long as you can beat the hardness, which is the main advantage. And yes, stones shifted to speed (since its a movement action) count towards hardness.
So, if Juggy wants to rampage through an entire city block, he can put ~7 stones in his box and shift 2 of them to speed. That will carry him through anything up to and including steel, and he ignores all resistance as he goes, meaning he can literally tear through every single building that gets in his way.
Another way to write Unstoppable is to just make it a Modifier. You can break through anything of an equal or lower hardness than your MN. Perhaps half the modifier could be applied as a mod to attacks made against anyone in your path?
Just got home to my books, and I can't find where it sais "Burst through hardness up to your AN" and the example is pretty clear that you have to spend stones..
TWF: If that was how you wanted to run it, what does a Strength bonus then help since its all about the AN? I mean you could have Strength 15 and it would still be up to you're AN
But I would very much prefere to make it a modifier.. When I used the Unstoppable power in my games, I used the mechanic in the House Rule guide, which is a modifier.. ====
UNSTOPPABLE Cost Level = Modifier Number + 1 Level
DESCRIPTION The “Irresistible Force.” This power gives the character the ability to crash through anything up to their Modifier Number on the D&R Hardness row and keep on moving. Plus, you gain free stones equal to your Modifier Number (or to your opponent’s Resistance) to resist any physical efforts to halt your movement, such as grappling attempts, Entanglement, a telekinetic grab, etc.
COMMETS A limited-scope power, but one with a lot of punch under the right circumstances. (And you should have enough left over for, say, a little mental defense?)
Rule for Modifier Box: • Unstoppable, +(X) stones to burst through Hardness and resist immobilization
EXAMPLE Hammer is on his way to a urgent meeting with the local super villains and decides to take a the direct route to his destination through a couple apartments. He has a unstoppable modifier of 6 and breaking through a wall has a Hardness of 4, so he is able to break through. Later he meets up with a good for noting hero who wants to try and stop him.. If he tries to stop him directly, the hero must place a number of stones into Strength or some similar action, equal to Hammers Unstoppable + stones spend into Strength/Speed which are used to keep moving. ====
Uh, and I've also tried using Immovability from the guide which more or less works in the same fashion, an it works rather well to..
Well, as I remember (dont have my books), allot of powers says: "up to you're AN".. So they would also be automatic even though.. But I think the example is rather clear.. He spend stones to overcome resistance... But you are right that it dosn't say you have to spend stones.. But what action does that?.. Not sure Close Combat actually does... I'll check when I get home
EDITED: Took a look at acrobatics, and it dosnt say you have to spend stones to actually do anything, and it is set as a movement action.. Ofcourse, the Example sais you have to spend stones
NOTE: One of my players brought to my attention that you (TwF) are using the core rules for Medical Healing, but you have changed the cost for it.. I think I can guess why, but would you like to tell me?
Post by takewithfood on Oct 29, 2009 6:59:39 GMT -5
Somewhere in the book it describes the "free" Acrobatics function of negating damage as being separate to the function of spending stones to negate damage. If you spend stones you land gracefully - if you don't spend stones, you end up dangling from one finger on a ledge or flat on your face, but unharmed.
I imagine that the difference is that if you do something deliberately, such as leap off a 4-story building to attack someone, you should allocate stones to pull off the attack. However, if someone throws you off a 4-story building, with enough Acrobatics/Agility you have enough talent to avoid taking damage, but it won't look as good as a deliberate, controlled jump. You may end up prone or whatever the GM thinks is reasonable.
Neros: Thanks to you and your player(s) for pointing that out! Its a typo - I didn't intend to change the costs for healing. I'll correct that when I get the chance.
I know you can for free negate damage, but Im thinking the movement part of the power.. Its not stated that you need to spend stones to move with the action ==================================
Okay, well its because I think you shouldnt.. Medical Healing can only do so much for a patient and it requires the right equipment and time... Like if you are stranded out in the desert with a wounded party member (lets say he has a couple bullets in his stomach), there is very little you can do without the right equipment.. Furthermore, it takes time to do it.. You can't really use it in the middle of combat or if you need to hurry, and even though you have healed someone, I could imagen that whatever you repaired needed time to really heal up..
Like if someone has a broken arm and a doctor fix it, I could imagen that the arm would be weaker, and if you start punching a wall (or something as hard as a wall) it might end up breaking again.... Or am I being an *ss for trying to add more rules/explain/downgrade Medical Healing?
So I have to say, I really don't like the direction that 2.0 is heading and find it to be just a little over powered, especially with the way energy is being handled. When I designs my game systems i keep a firm idea on game balance and struggle with it constantly through out the process. However, in this case since anyone who wants to put their ideas out there for the 2.0 book can, the balance becomes a little wonky. The reason for this is that everyone has their own idea of what that balance should look like. So far most of that game balance seems to look like junior members of Avengers or X-men, more so than novice heroes who have just started out.
What I don't mind and like is that some of these ideas are better explaining or fixing actions/modifiers that were in 1.0: Such as mastery of magic or Transform Self. However, I don't think we have truly hit upon the right Transform self as of yet.
What about Energy is so unbalancing? About the only definitive change (besides splitting up Durability so you can purchase the aspects of it at different levels - which I think the game NEEDED) is that Energy Pool gives you 5 stones of energy per rank in Energy Pool instead of 3. That's a quick fix, if you don't like it - just say that it only gives 3 in your games! (Personally, I agree with bumping it up to 5, as 3 is just too limiting, but to each their own...)
As for the rest, we definitely do not yet have a definitive list of what's going into an official 2.0 system (especially since we have no way of determining how something could be considered official!), so right now, everyone's just working on the individual pieces. Some may work with others, and some may not - GMs are free to mix and match however they want to in order to playtest it and see what works and what doesn't.
Oh, and I'd agree with Transform Self - I don't think we've found the perfect fit for the MURPG, but then, I'm not sure that such a thing truly exists. (I'm partial to my own suggested version, but only because I feel it's the closest to a working solution that we've come up with so far, not because I think it's perfect or that someone can't do better...)