09-28-2020, 11:09 PM | #201 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Rules you ignore/alter.
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However, I don't require a maneuver to turn any advantage on that doesn't already have one and in fact use either Takes Extra Time or Requires Switching On (-5%) to add that it. If your Burning Attack has Costs 1fp/min and nothing else, you can spend the FP on your first turn of combat and attack with it right away. |
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09-29-2020, 08:59 AM | #202 | |
Join Date: Aug 2018
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Re: Rules you ignore/alter.
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Another option is "accessibility: while conscious" (PU8p5) which is -5% It's for switchable not transient so the only attacks I think you could get it for would be auras since that changes it up. In cases where Burning Attack (melee) is "I'm holding a scary flaming sword" or Burning Attack (ranged) is "I'm holding a scary fireball" I kinda like the idea of assuming "while conscious" being built into it where you just need a concentrate maneuver to turn on the "ability to attack, where you are obviously holding a weapon" which you could then maintain indefinitely until losing consciousness. Then if you wanted the "I'm never seen holding firesword/fireball it just appears the instant I want to parry/attack with it" you could just take "reduced time" to get rid of the concentrate maneuver so you could activate/deactivate with a free aciton. If you need to activate on another's turn (parry when it's off) or deactivate on another's turn (someone threw a kitten at my sword and my arm is grappled so I can't dodge it, the only way to save the kitten is to vanish my sword!) then a power dodge to use your free action on another's turn sounds right. But i guess if not taking that approach it might be considered a 0pt feature to spcify your attack working either way, where "I have a visible weapon" is considered to have balancing benefits (intimidate enemies) and drawbacks (attract enemies) but that still seems kinda weird. Especially since you can take switchable on stuff like claws/teeth which aren't that far off from innate attacks. "While conscious" is probably a cheaper way to get switchability on those... unlike DR they aren't particularly useful when knocked out. If anything, your weapons vanishing when you go unconscious could help make you blend in and not seem unusual. |
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09-29-2020, 11:42 PM | #203 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Rules you ignore/alter.
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09-30-2020, 01:24 PM | #204 |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Rules you ignore/alter.
Another thing I change is Gunner skills. I usually allow/require Gunner skills for a vehicle type/class. Being as you don't directly interact with the weapons, it's more about learning the interactions of the targeting system. So Gunner (BattleMech) is a thing, as are Gunner (Starship) and Gunner (Aerospace) as just examples.
Gunner (PPC) wouldn't be used to fire a PPC from a Panther 'Mech, but it would be used to fire a man-portable PPC or a static, emplaced PPC. Oh, and it's Pilot (BattleMech), not Drive (BattleMech). It's just semantics--you don't drive a 'Mech, you pilot one. |
09-30-2020, 01:39 PM | #205 |
Join Date: Nov 2015
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Re: Rules you ignore/alter.
I also find it slightly unfair that on passive abilities, a - 5% costs fatigue turns an always on advantage into something that needs to be activated and that now lasts a minute, greatly reducing the uptime of the power and its usefulness in emergency situations.
I either don't use Costs Fatigue, or go all out and then have a way to regain that fatigue. I only consider it viable when there is no other way to get a power, say a world of mundanes where you introduce Sorcery. |
09-30-2020, 05:17 PM | #206 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Rules you ignore/alter.
I think of it as being more that you ride a mech, just as one doesn't drive a motorcycle but rather one rides it. If it's small enough to be considered a battlesuit one wears a mech, of course.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
09-30-2020, 05:29 PM | #207 |
Join Date: Aug 2018
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Re: Rules you ignore/alter.
Even if it were a free action to summon/dispel it, that at least could perhaps require something equivalent to a power dodge to do that on another's turn, like to get it up to parry with it when it's gone.
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09-30-2020, 05:38 PM | #208 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Rules you ignore/alter.
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For your suggestion I'd likely slap on a Nuisance Effect for needing a double parry if you haven't 'drawn' your sword (although personally I've instead had the player use Fast Draw to get it out). |
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09-30-2020, 07:15 PM | #209 |
Join Date: Aug 2007
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Re: Rules you ignore/alter.
However, whether it's Drive or Pilot does matter for Talents. Make Mech a Pilot Skill and you've just made the Hot Pilot talent an even better deal for a Mech game. This probably doesn't bother me but it would be important to keep track of.
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Fred Brackin |
09-30-2020, 07:39 PM | #210 | |
Join Date: Aug 2018
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Re: Rules you ignore/alter.
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To allow a free-action thing to be done on another's turn that sounds like a power dodge. Not sure if fast-draw can do that to parry with undrawn weapon? |
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Tags |
affliction, fixed, house rules, rules |
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