01-19-2019, 11:50 PM | #211 | ||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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01-20-2019, 11:30 AM | #212 | |||||||||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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So I suppose Melee -30% is on par with pistols, -20% (C,1) is on par with rifles, -25% (1) is inferior to rifles but the following have no match in ranged attacks: -25% (2), -20% (1,2), -20% (2,3), -15% (1-4) One other interesting difference, if you're proposing we acknowledge TS rules, is pg 26's "Guns as Melee Weapons" with pistol-whipping and the like. There's no "pistol whip" for having Piercing Attack. At best you might argue that any advantage defined as a handheld gadget could operate as a fist load. Quote:
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1) roll once, get a +3 bonus for 8x "Time Spent" (B346) 2) roll once, divide speed by 10 on the speed/range table (B550) to get a lower penalty 3) roll every turn, but since the bullet gets closer each decisecond, there's a lower "range" penalty on the speed/range table There's no hard line, people with better perception of time just have better rolls, either due to higher bonuses or lower penalties. Quote:
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01-20-2019, 01:15 PM | #213 | ||||||||||||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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It's not exactly a ringing endorsement. It was simply the simplest solution for making an attack that pulsed every turn autonomously with a disclaimer about being non-canon. Quote:
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As side amusement, this pretty well sums up what I've been trying to explain. |
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01-20-2019, 02:47 PM | #214 | ||||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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As for P117, assuming this refers to P115, I see "select the advantages and modifiers whose built-in mechanics and special effects most closely fit that explanation" which supports avoiding the use of DR in this context. DR can be ablated by stuff like "Water Blade" (P140) which doesn't match the concept of "I project a wall of wind that pushes away stuff". DR is "materials" even when it's a Force Field, it doesn't represent the idea of a field that's pushing stuff away. Water should have an effective HP for pushing it away, whether it's defined as Corrosive Attack like Water Blade, or a Crushing Attack like Water Blast / Water Cannon. I think you could treat these as a large collective body. This is why, for example, you can't "knockback the ocean". Even if the effect of your attack moves some of it around, the rest of the ocean just fills in the space you cleared. Quote:
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Think an iceball through fire wall remains crushing no matter what? Boiling away b4 hitting other targets impossible? Rules flexible in P114 to deal with absurdity. If you don't want to deal with the massive crunch of deciding how much your ice ball should weigh, and how much HP and DR it should have, and how much injury it can sustain before "dying" (which is canonically, how you SHOULD deal with objects) then I'd suggest a house-rule simplification of rolling the wall's damage and subtracting it from the ice ball's damage, as if an automatically successful power parry. Quote:
This is why, for example, Superman stands still and lets a bullet flatten against his eyeball. He's Flash-esque enough he could probably swat bullets aside easily, but then it would go past him and hit something else. That's why, if he was going to swat them, he's use a 'Grabbing Parry' to make sure he could stop them from doing that. This is something which a Crushing Attack aura simply can't do, so it is INFERIOR. Clearly, powers which allow heroic "protect the innocents" countermeasures is very valuable, enough to make up for villains who can redirect pebbles randomly at bystanders. Quote:
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Now I'm wondering if we can pull in the 1/5 interior advantages from Bio-Tech to the discussion... Quote:
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I don't believe I said anything about rerolling the damage. Although if you rolled a critical hit against the first target, I imagine that damage-maxing or damage-multiplying resulting from that would only apply to him and not subsequent ones behind him who were not critically hit. Quote:
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The issue is moreso we don't have a baseline time it takes to make a perception check. If it's 1 second then ETS would let you make a perception check at something after it being within your field of visiion for 0.1 seconds at no penalty, whereas someone without ETS would be at a -9 penalty to perception. If a projectile takes less than 1/10 the time to get to you than whatever the baseline perception time would be, even ETS couldn't detect it, except in cinematic games where "instant" stuff can be done for -10 which ETS would ignore. Quote:
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01-20-2019, 06:07 PM | #215 | ||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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It comes back to this: your user defined benefit is *entirely* and *solely* as good as the GM decides to design the game world around your preconceived notions. You can't expect it to defend any particular attack (air, wind, bullets, fire, lasers, Thor's hammer) because you didn't buy *any* advantages that provide any defined defense value. Knocking back attacks and incinerating weapons might make for a good explanation for a potential power, but if you want to claim an actual defense, you have to base it on an ability that provides a quantifiable reduction in the amount of damage you would take. IA simply does not, nor has anything you've added to your IA. Quote:
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snipping unrelated tangent on hitting other targets that doesn't pertain to overpenetration at all.... Quote:
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You realize that's a thread with disagreement from before Rev was even a line editor. It's certainly not an official permission and there are problems with the "healing" as pointed out. Quote:
Anyway unless you have something new, why continue? I've made an effort to answer what I thought were legitimate questions, but there's no sense in rehashing points we obviously disagree on. Last edited by naloth; 01-21-2019 at 12:44 PM. |
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01-22-2019, 03:07 PM | #216 | |||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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If someone tosses a grenade, for example, and I pick it up off the ground before it explodes and toss it elsewhere, it doesn't matter how much damage that explosion would've done. I prevented its delivery by relocating the object before it could deliver the damage. Quote:
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Different skills to hit mean different thresholds for criticals, so it can result in less damage. I believe the idea that you keep the original damage could be intended for when you keep the original successful to-hit roll, for targets immediately behind. I think that is what the example uses, the bodyguard directly in front of his client. In cases where people aren't sharing a hex, do you have an example of the same damage roll being retained? Quote:
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The only place I recall ETS coming into play is the option of parrying when someone has the Parry Missile Weapons skill. Quote:
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P154 mentions for switchable abilities "The user must switch these on or off at the start of his turn." after "All other zero-time transient abilities work only on the user's turn" The problem is that "Selective Area" is not an ability, it is an enhancement. It is not switchable or transient. B108 says "you choose which targets within your area are actually affected", it doesn't say anything about being limited to doing that on your own turn. Quote:
Bruno mentioned some 4e playtest which sounds interesting. I've read a lot of proposals on treating it like "imaginary damage" but haven't been able to find post-authority confirmation. It does make me wonder if there might be some example of it in one of the books though, I'll keep an open eye. Quote:
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I imagine that if you are knocked back toward an ally behind you they gain opportunity to dodge you. Since you don't teleport to wherever you end up (and can even alter the distance using Roll with Blow to double it) that could be resolved as a time-based event. What this means is that even if damage is enough to knock a bullet a yard off course, we could potentially figure out way to work a distance-over-time approach to knockback resolution, which might mean that a projectile might not be moved off course fast enough to cause it to miss a creature. A 2nd new variable that comes to mind is multi-yard creatures of high SM. Even in the case of humans, you are effectively 2 yards tall, so if you have a "knock upward" defense, if someone aims at your foot, knocking it 1 yard upward would still have you as a potential target for the bullet. You'd need to knock it 2 yards upward to have it clear your skull. |
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01-22-2019, 06:04 PM | #217 | |||||||||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
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1) GMs allowing you to combine modifiers in a non-canon way. 2) Deciding that the "sum of the parts" does stuff that no part allows. 3) Having the GM assign NPC like stats to the attack profile (normally damage, range, min, max, etc) in addition to it's normal stats. 4) Letting your aura attack the profile rather than using the normal attack/resolution rules (which at that point just consider an amount of damage to be defended or taken). 5) Inferring that all mixing different pieces of rules from 5 different supplements*, none of which reference Innate Attack with or with Auras. *Campaigns for HP by weight & KB rules, Martial Arts for stop attacks, Powers for "side effects", and PU: Enhancements for Auras of Power. Quote:
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It sounds like you need to work out a few examples of overpenetration following what Campaigns says? I'd suggest you try the rule a fair bit before trying the change it. Quote:
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For your example, if the concept was "turn things coming at me insubstantial" then permanency isn't much of a limitation or consideration. Certainly reducing the duration would be related to how it was inflicted. Making an affliction that you're forcing on someone "always on" is pretty meaningless since you're already forcing it on them. Quote:
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01-22-2019, 09:52 PM | #218 | ||||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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The way the benefits of enhancements are multiplicative could be an argument for multiplicative modifiers pricing, but there's certainly more than addition going on here. Quote:
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Your complaining that I cite Powers is also hypocritical seeing as how you tried to rely on that to make the argument that it set a precedent that item-lobbing powers didn't need any special notations. Quote:
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Why do you think someone needs to be uber-aware of environment to give guidelines like 'allies' and 'enemies'. Do you think you need to necessarily be able to see your ally at all times to keep them excluded? Does an ally burn up if they run behind you and you can't see them anymore? Quote:
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Fact of the matter is, because canon is cruel for low HP fast-moving things, the best solution is to houserule that AE begin applying its damage per second immediately, but doesn't apply 100% until 1 second later, and to only apply whatever % of damage it would take based on the time it was exposed during the time needed to go from radius to center. |
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01-23-2019, 08:46 AM | #219 | ||||||||||||||||||||||
Join Date: Sep 2004
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Re: Defensive Auras
In what sense? Neither the ability nor the modifiers quantify *any* sort of defense, and attacks (that come in dice of damage) aren't purchased in terms of HP.
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You could not say, that since you have x100 range and a 2 yard area, that now your attack generates a smoke cloud that offers cover for 10 seconds as well. It's not part of either enhancement or the underlying ability, even if you *described* your attack as a concussive attack that kicked up debris and spread confetti. The latter effect would need to be another advantage linked to the IA, not just "described" as part of it. Now, I anticipate you'll argue "but KB is part of a crushing IA", which is true, but the application of applying that to incoming attacks isn't. Auras do not have any rules to prevent incoming attacks from reaching you, nor do Areas. Your presumption of the ability to attack an attack is still a "what you want to happen" that doesn't exist anywhere in the rules. What does exist in the rules is that when a weapon is shot or thrown, they are now effectively a quantity of damage. You can Actively Defend, use cover/overpenetration rules, or even a Power defense, but there's no mechanic for your aura magically diverting the attack. Quote:
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01-23-2019, 03:02 PM | #220 | |||||||||||||||||||||||||||
Join Date: Aug 2018
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Re: Defensive Auras
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Stuff like "I threw my rock into a sack of flour and the flour flew in the air" is perfectly legal environmental interaction. Debris can be a result of environment instead of attack, such as a comet hitting the earth and kicking up dust. Minor debris/obscure such as the smoke coming out of a rocket would be a realistic benefit. It's also a drawback in a way since it would indicate an attack's point of origin. Quote:
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Your presumption of the ability to attack an attack is still a "what you want to happen" that doesn't exist anywhere in the rules. Quote:
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The prior example had additional limitations that qualified as additional afflictions because they made the attack more dangerous. Either way, both aren't really valid under the rules, so they aren't good for comparisons. Quote:
Last edited by Plane; 01-23-2019 at 04:36 PM. |
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aura of power, persistent |
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