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#6 |
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Join Date: Jan 2006
Location: Ottawa, Canada
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Just thinking of something about your Cosmic, Chaining, and seeking clarification. Do you need a hit roll for each target? Or is the original attack roll and its margin of success the only thing that determines if you hit the additional targets (pending their own active defense results, of course).
I ask because can this be used as an abusive way to hit someone that is difficult to hit. e.g., a target is Obscured, giving a -10 to hit, so you hit someone next to him (or the ground) with chaining that has no penalty, you get a margin that allows one extra target, so you then hit him... but had you targeted him directly with the -10 you would never have succeeded. A few other thoughts... I haven't gone through your proposed values in detail, or their comparison to AE or Cone, and need more time to wrap my head around it, but I think that Cosmic, Chaining should be worth less than Area of Effect or Cone, because you are unlikely to get all of the additional targets, especially at higher values. If it's solely based on MoS, it's almost worth making Cosmic, Chaining a flat cost... +50%, or maybe +100% if you think it's then overpowered, as it's not additional points that get you more targets, it's better skills and hit rolls. Another alternative, what about pricing Cosmic, Chaining as a variation of Rapid Fire, replacing RoF with maximum number of targets? Or a combination.. base of 50% + the Rapid Fire for number of targets. (For what it's worth, I personally prefer the SSRT pattern, and in my house rules I've even modified Rapid Fire to follow that progression at a flat cost per level, but sadly not everyone likes the SSRT, so using Rapid Fire (p.B108) value may get more of a buy in) |
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| Tags |
| chaining, cosmic, meta-tech |
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