01-19-2014, 02:01 AM | #1 |
Join Date: Dec 2013
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Altered Time Rate and Enhanced Time Sense
Good morning everybody.
As usually, I wonder about some specific uses of Advantages. Say, my PC has both Altered Time Rate 1 and ETS. Shouldn't he have more advantages than those stated in Basic Set, expecially in combat? For example, if my PC percives the world in slowmotion, why doesn't he get a bonus on ranged shot's rolls? And again, if he actually moves two times faster than a common man, shouldn't active defenses against his melee attack get a penalty? Maybe I am simply missing something, but I think it is better to ask:) As always, thank you all in advance. |
01-19-2014, 02:11 AM | #2 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Altered Time Rate and Enhanced Time Sense
ETS and ATR would justify bonuses to stuff like that, but you would have to pay for them. You don't get them for free.
Edit: I use ART to justify things like really high extra Striking ST, since I'm moving faster I'm also hitting harder (more kinetic energy), but I still have to pay the normal cost for the extra Striking ST. But at the same time, I can also get a (small) discount since if anything kills my ATR power, I lose the Striking ST as well. |
01-19-2014, 02:48 AM | #3 | ||
Join Date: May 2005
Location: Lynn, MA
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Re: Altered Time Rate and Enhanced Time Sense
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But.... You can Dodge better: Take a normal maneuver then an All Out Defense for the extra maneuver given by ATR, or buy some Enhanced Dodge. You can deal with penalties better, you Aim twice as fast! (The problem people have understanding ATR is the amount of fluff text obscuring the game effects. But it really has to be that way, as there are a minority of players that want the Basic Set to read like a technical manual. Read ATR as "Extra Maneuver" because that is it's whole game effect (Unmodified).) Simulate hard to defend speed with something like a technique / power-up I cam up with: Quote:
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01-19-2014, 05:24 AM | #4 | |
Banned
Join Date: Apr 2008
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Re: Altered Time Rate and Enhanced Time Sense
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Regarding ATR, the rule is very clear that it affects you in ways other than combat. These are not 'fluff' -- the incremental value of higher levels are defined in this part. The fact that it defines effects for combat doesn't mean other parts disappear from the text. |
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01-19-2014, 06:28 AM | #5 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Altered Time Rate and Enhanced Time Sense
I've built a set of 'powers' based around moving quickly.
You can have atr, or +5 to dodge (ok, speed, but we know what we use it for ), or +5 dx (giving +2 to dodge), or a combination of those bonus. Favorites include +4 dx +1 dodge (total +3) and + 2 dx +3 dodge (total + 4). I also usually allow .5 atr with that power set, but that requires house rules (which aren't that complicated)
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
01-19-2014, 08:06 AM | #6 | |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Altered Time Rate and Enhanced Time Sense
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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Tags |
advantages, altered time rate, combat, enhanced time sense, modifiers |
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