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Post by takewithfood on Feb 10, 2009 16:03:07 GMT -5
So... what's up with them?
Someone had an idea for how Claws and stuff should work, but it still hasn't really been explained to me. ^__^
~TWF
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Post by Dionon on Feb 10, 2009 16:23:09 GMT -5
As far as I knew, there was going to be one General Combat Modifier
This General Combat Modifier could be flavored any way you wanted.
That's honestly it....
What I'd suggest as a better way, would be the General Modifier...
This way, if you wanted to apply it to, say your Telekinesis, or your Flight, or your CC/RC or your Strength.... You could.... This way, we have a ruling for ALL those strange situations that come up "Well... I've seen such and such do this this and this..." Well that was a general modifier to their [____________] there sonny...
But you'd have to flavor your General Modifier specifically for that action... Like if you were going to apply it to Telekinesis it would have to be the focus of it....
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Post by takewithfood on Feb 10, 2009 16:27:05 GMT -5
You were a little vague on some points there.
How "general" is this General Modifier? You say you have to flavour it specifically for that action.. do you mean you have to buy one separately for each action?
What is the cost for this? Or how is its value determined?
I would love some detailed examples. The concept sounds interesting.
~TWF
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Post by Dionon on Feb 10, 2009 16:43:42 GMT -5
Well... technically... nothing's been determined beyond what I have there.... It was WK's idea...
Honestly if I were building them... It would be (in theold system) MN + 2 CL
Flavor = Choosing 1 action that this applies to and remaning it.
Then, with the addition of +2 CL = Add another Action to this modifier
Really, there's nothing more complicated about it. You purchase it, flavor it, perhaps add more actions to it, and then boom you get those stones from the GP.
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Post by takewithfood on Feb 10, 2009 16:51:48 GMT -5
COOL. That's what I was hoping for. ^__^ Thanks for the clarification!
So, if building Wolverine, you go:
MN 3 + 2CL (base cost) + 3CL (armor penetration) = CL9 = 12 white
That feels about right to me! A couple questions, though:
1. Are we going to / can we apply the "targeting" rule to this? In other words, modifiers can't more than double the number of stones you've placed in a box. (Example: Wolverine has Claws 3. If he only puts 2 stones in Close Combat, he only gets 3 stones from claws.) This has been suggested before, and I'd like to support some measure of limiting the effectiveness of combat modifiers since weapons have been taken down a major notch.
2. Are some actions similar enough that they count as one? For example, if someone buys claws like Wolverine's, and they have both Close Combat and Ninja, do they really have to pay +2 CL to apply to each? (Or is the answer: "Why the **** do you have both Close Combat and Ninja?") (Or is the answer: "In 2.0, let's make Ninja not a combat ability mmkay."?)
~TWF
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Post by WildKnight on Feb 10, 2009 16:57:28 GMT -5
How about a simple +1 Cost Level if the Mod can apply to an additional skill.
F'rinstance... you want your claws to aid in climbing as well, so you want it to work with Close Combat AND Wall Crawling, so you pay +1 CL for the additional skill, and there you go.
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Post by Dionon on Feb 10, 2009 16:57:50 GMT -5
Well... no remember, me and WK fixed Armor Penetration...
It's now a 4 tiered system which puts it along with No AP
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Post by takewithfood on Feb 10, 2009 17:02:15 GMT -5
When you say "me and WK fixed armor penetration" you can't really expect me to know all the details unless it's somewhere in these threads. If it is, I must have missed it and I'm sorry in advance.
I Do remember you mentioning the 4 tier thing, but that was all I heard.
That being said, that's a great mechanic for AP.
~TWF
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Post by Dionon on Feb 10, 2009 17:03:11 GMT -5
lol, No it wasn't there until I posted it... I honestly forgot about it till you brought it up
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Post by takewithfood on Feb 10, 2009 17:12:33 GMT -5
Maybe the next item on my Actions & Mods hit list will be Force Field. I might also start cheating on my steady girlfriend Weapons-as-Effects with this new rule. (Shh, don't tell her!)
EDIT: Time for the first date.
Wolverine's Claws Flavour: adamantium claws modify close combat
MN3 + 2 CL (base cost) + 1 CL (armor penetration) + 5 white ("Advanced"/class 4 penetration) = CL6 + 5 white = 4 white + 5 white = 9 white.
Yeah, that's not bad. Maybe 1 CL on the cheap side, but not a bad first shot.
~TWF
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Post by Dionon on Feb 10, 2009 17:17:06 GMT -5
Force Field was fixed....
It works like a Level 4 Material Barrier.... with the 2x Defense option being a +2cl Option....
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Post by Dionon on Feb 10, 2009 17:17:26 GMT -5
Oh... and FF became a +2 CL....
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Post by Neros on Feb 10, 2009 17:33:55 GMT -5
Hmm.. So if you have a Action Number 3 and a Modify Number of 6, you wouldent be able to get all the 6 stones since you don't have a AN of more than 3?
But i like the idea to make a general modifier where you then can throw what you want onto it and stick it to anything you want.. Would modifiers help beat a Difficulty?
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Post by Dionon on Feb 10, 2009 17:35:07 GMT -5
Say that again?
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Post by takewithfood on Feb 10, 2009 17:35:26 GMT -5
Ugh. Can the things that "were already fixed" please get posted? I'd like a chance to put in my 2 cents.
~TWF
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