11-28-2018, 01:44 PM | #41 | |||||
Join Date: Sep 2004
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Re: Defensive Auras
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Innate Attack is an attack power, and Aura (only) adds the ability to automatically damage what touches you. It's not a passive defense of any kind. Quote:
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Auras are not intended to allow Areas (though I allow them), as the G:Characters requires the Melee limitation. Powers indeed does not mention everything, which is why it comes back to timing and how you want to make the rules work. Quote:
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11-28-2018, 02:05 PM | #42 | |||
Join Date: Mar 2014
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Re: Defensive Auras
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11-28-2018, 02:44 PM | #43 | ||
Join Date: Sep 2004
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Re: Defensive Auras
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Consider this, a character runs across an area with fire. (Area 10d area fire, covering a 2 hex radius). They have the move to completely cross it in a single maneuver. Do you a) halt movement when they enter the fire (and how far in?), assess damage, see if they suffer ill effects (such as passing out), then continue their turn provided they are still able b) finish the move maneuver, then assess damage, and see what happens I'd handled it as (b) as a general rule. Quote:
Last edited by naloth; 11-28-2018 at 03:24 PM. |
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11-28-2018, 03:54 PM | #44 |
Join Date: Feb 2016
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Re: Defensive Auras
If someone is running through damaging terrain, I always rule that they take damage as soon as they enter the damaging hex. If they suffer damage, then they suffer shock penalties, distraction penalties, etc. If they go unconscious, suffer a mortal wound, die due their injuries, etc., their action is aborted and they stop in the damaging hex (this is realistic, people who run into burning buildings without proper protective gear usually do not do well).
In the case of the damaging aura, I have had the damage occur simultaneously with the attack. If a melee weapon was knocked from the grasp of the attacker, the attack was aborted (projectiles would have their velocity reduced by the knockback and their damaged reduced proportional to their reduced velocity). For example, an arrow with a velocity of 100 yards per second that suffered 50 yards of knockback would do half damage. Antagonists often have such protections in my campaigns...and they often have DR or Injury Tolerance against the limited attack as well. |
11-28-2018, 06:52 PM | #45 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Defensive Auras
Well, the rules for fire have specific rules for whether you spend all or part of a turn in the fire, so that might be delayed, but if you were to try and run through an area effect (Wall) power, I'd certainly resolve the damage immediately with the possibility of interrupting your action. However, when actions are actually considered simultaneous, neither can interrupt the other.
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11-28-2018, 09:16 PM | #46 |
Join Date: Feb 2016
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Re: Defensive Auras
What about a Cosmic modifier that allows the Aura's damage to apply before the attack's damage?
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11-28-2018, 10:30 PM | #47 | ||
Join Date: Mar 2014
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Re: Defensive Auras
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I'd have to take a look at the fire rules for that, but if b) is what the rules says, I would be very tempted to change it to a) in the future. b) could lead to completely unrealistic results such as being able to run through an area hot enough to vaporise you. Regarding how far in the damage is assessed, I might apply damage in multiple stages (with the number of stages based on how much damage the character can be expected to absorb without his actions being hindered). Quote:
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11-29-2018, 10:26 AM | #48 | |
Join Date: Sep 2004
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Re: Defensive Auras
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We keep coming back to trying to justify damage resistance, damage reduction, aiming penalties, or other effects that typically cost points as a side effect of an ability that wouldn't normally provide that benefit ever. |
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11-29-2018, 10:35 AM | #49 | |
Join Date: Mar 2014
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Re: Defensive Auras
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There are plenty of enhancements which give you effects which the baseline advantage lacks. Side effects of Advantage mechanics are also perfectly fine. What isn't fine is just trying to expand the scope of an advantage beyond what the rules for the advantage gives you. |
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11-29-2018, 10:47 AM | #50 | ||
Join Date: Sep 2004
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Re: Defensive Auras
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I didn't mean the value of the limitation. It's easier to figure out which modifier should be applied to reduce the amount of protection you get on an ability that already protects you in that fashion. Aura adds automatic melee attack to anyone that melees with you. It doesn't say anything about giving you any damage reduction or protection from the attack, at all. Any side effect you're getting is worth enough to be priced against what it would cost as a defensive ability. Quote:
Many abilities are a combination of advantages that work together where you would get the benefits of multiple abilities. Powers has a Obscure & Innate Attack cloud, for example, rather than just giving "damage" or "vision blocking" as a side effect of the other ability via an Enhancement. |
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aura of power, persistent |
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