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Join Date: Aug 2018
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This follows "Rapier Wit" on Powers 154 in parenthesis after "All other zero-time transient abilities" when talking about stuff that only works on a user's turn
(as opposed to Wild Talent or Luck which you can activate during an enemy's attack on you to improve an Active Defense)What are examples of "attacks" you can apply "Reduced Time" to, though? B108 says "you cannot add Reduced Time to attack powers" so it seems like something normally not allowed. Is this possibly an option unlocked on attack advantages by using some kind of Cosmic enhancement like Cheating +100% ? break the rules in a significant, noticeable way. Instead of just removing inherent restrictions, they can ignore or overrule something important to game balance.If we allowed Reduced Time +20% to effectively function like Extras Attack (One Attack Only -60%) it might end up being cheaper for certain weaker Innate Attacks, but that seems like it might balance itself out since you're only saving yourself an attack maneuver in the case of that weaker attack. It doesn't seem like this would actually increase your RoF per second beyond x2 since you only get one Free Action per turn (ie can't Rapier Wit unlimited foes per second, just 1 per second) B88's "a DX-4 roll to hit each foe in close combat with you once per turn" for Spines would probably also be a ZTA (so you could punch+spine or spine+punch) Maybe I'm assuming the "once per turn" for Spines applies to all free actions? - - I figured this was how free-action Warping (-10 to skill) worked, though I guess if I read B98 closely the "Once per turn, you may teleport to any location you can see within 10 yards, instantly" restriction might only be meant in the context of "use Warp to evade attacks" but not non-evasive applications? Since free-action warping (as a defense) is done at -10 to skill, I figure when you spend 1 concentrate maneuver to activate warp, that's when you get the -5. Rapid-Fire (Supers 29) applied to warp apparently gives "a character who teleports two or more times in a single turn with a single Concentrate" but I'm not sure if/how that might influence how many "free action Warps per second" someone might be able to do. Power Dodge can normally only be done once per turn (P167 "No one may use more than one power defense per turn, however.") but due to "This advantage has specific rules for evading attacks (see p. B98). Use those instead of a Power Dodge." The "once per turn" restriction for warp (in the very least for active defenses, if not overall) seems equally restrictive though. I would hope that if Rapid-Fire allows you to go "two or more times" per concentrate (at -5) that it might also allow "two or more" free action uses at -10, but it never says. In spite of my hopes the "destinations and the sequence in which they are reached must be chosen at the outset" doesn't sound particularly flexible enough to allow for multi-turn free-dodges... This might be the realm of Blink if GMs allowed multiple purchases (each one giving an additional dodge per turn, though you'd still only get a max 1 warp dodge per attack) ? The 10-yard limit using just Basic Set's Warp seems to only apply when using it as an active defense, otherwise if you used a zero-prep (free action) warp at -10 to skill it seems like you could use it at any distance. I'm not sure exactly why this is... Range Limit: 10 yards is a -50% limitation per B99 which happens to offset a Reliable +10 +50% enhancement... could it be that the usual -10 free action activation (during your own turn) version of warping suffers an additional -10 when getting the added benefit of being done during an opponent's turn, and the range limit cancels out that penalty? - - |
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| Tags |
| reduced time, switchable, transient abilities, zero-time abilities |
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