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Old 10-31-2019, 12:37 PM   #3
Plane
 
Join Date: Aug 2018
Default Re: How to make Telekinesis take targeting penalties (range, SM, etc.)?

Quote:
Originally Posted by Raekai View Post
My thought was to add Melee Attack, C, -30%; then add Ranged, +40%; then add Increased Range, LOS, +40% for a neat total of +50% (or ~+25% for Multiplicative Modifiers). It's a bit weird, but it seems like it should work
A rather strange way to go about it.

Given that the pricing of Melee is probably assuming the 100 yard default range of Innate Attack / Binding / Affliction, I don't really think it should be worth as many points for an ability that starts at a mere 10 yards. You really ought to take x10 range first to get it to that base 100 before taking melee...

Given that TK is already ranged to begin with, taking melee and then ranged again is pretty overcomplicated. I think that if you want to take Increased Range, LOS (which like melee, I think assumes a 100 yard baseline) that you should just increase 10 yards to 100 yards first and then take it as usual.

The weird thing about TK range is that the range actually does a couple things:

1) the maximum range your TK hands can move away from you (or you from them)
2) the max range your TK hands can be CREATED from you

I could actually see treating these as separate ranges, maybe requiring separate enhancements? It could be interesting to have someone who could send their TK hands up to 1000 yards away, but who could only create them out of thin air within 10 yards of themself, as an example.

Perhaps that could be treated like the 1/2D statistic, as a secondary sort of range which could be lesser or equal?

Does anyone know what happens if your hands are the max distance from you and then you suffer knockback away from them, increasing the distance between you BEYOND the max?

Not sure if that means they would instantly vanish, or just freeze and not be able to manipulate what they're doing before you get close again...
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