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#11 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Quote:
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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! |
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#12 | |
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Join Date: Jul 2008
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Quote:
Gets a bit trickier if you're wanting this for an Innate Attack.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#13 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Quote:
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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! |
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#14 |
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Join Date: Feb 2012
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It should be balanced to trade -4 to hit for -2 to the enemy's defenses in all circumstances. Buy 4 levels of Reliable to compensate. You can do a "telegraphic attack" to undo your built-in deceptive attack, as normal. The fact that you can't do a real telegraphic attack, combined with the fact that you maintain your deceptive attack even if your effective skill is below 10, amounts to a special effect.
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#15 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Sounds pretty good, but can you put reliable on an innate attack? it seems ... extremely cheap.
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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! |
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#16 |
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Join Date: Feb 2012
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According to the text of reliable, it works "exactly like Talent" only stipulating that it "can't affect anything a Talent wouldn't affect" and that it "isn't appropriate for ranged attacks", recommending Accurate instead (Accurate is the same price, but an Acc bonus instead of a skill bonus). Talent states that it "acts as a bonus to all success rolls against attributes, secondary characteristics, or skills to use the power’s abilities. This includes rolls to activate, attack with, control, or defend with those abilities." So it seems highly kosher to me.
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#17 | |
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Join Date: Jul 2008
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-2 to active defense for a melee attack is clearly worth no more than 16 points. (The maximum cost of +4 applicable skill.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#18 |
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Join Date: Feb 2012
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I thought that too, but there's nothing I can find in the text to support that conclusion. If there's a more canonical way to improve your skill with an innate melee attack, I'd love to see it.
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#19 |
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Join Date: Jun 2010
Location: Dreamland
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It's been pointed out to me a few times there is nothing forbidding it. And that Reliable is fair at +10% for ranged attacks (double that of Reliable), or to just use Cosmic: Rules Break +50% to allow Reliable.
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#20 |
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Join Date: Aug 2004
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If you are doing this as an innate attack, buy Area of Effect +50%, Persistent +40%, Wall +30%, and Melee Attack Reach 1 -25%. Reach on the Melee Attack represents you swinging your arms, the giant invisible force sword blade then lands wherever you place the wall.
For +95% on your Innate Attack, you can now charge up a giant blade that hangs around for 10 seconds, attacking anything in a 1 yard wide by 6 yard long column, starting anywhere within 1 yard of you and proceeding along any direction from that point. You make an attack roll to hit, and might scatter a little bit if you somehow miss the hex you where aiming at, but you dont have to roll to hit anyone in the area. Instead, they are automatically hit unless they can dodge and drop out of the area of effect. Id apply the scatter to the end point of the wall, meaning your point didnt quite go where you wanted. Its fantasy, no reason you HAVE to put "cannot parry" on there... It looks ridiculous, but I sense that is what you are going for. Id call it a feature to be able to move just the one wall. On the one hand, moving the wall is nice, but on the other, you can only ever have one wall. The basic Wall enhancement lets you make 1 wall per attack, and they all hang around for 10 seconds after creation. Moving one wall (that lasts 10 seconds) around seems balanced to that.
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