Quote:
Originally Posted by kirbwarrior
I've run it at [50] for a few years and it actually feels slightly overpriced (especially when adding in enhancements) but not enough that I'd want to make it cheaper. I generally prefer Extra Arm(s) w/ Force Extension and a few other modifiers to match what I'm going for as either GM or PC and that also comes out to a similar cost with different pros and cons.
|
Thank you, that makes me more confident in the idea of making it [5] (plus relevant modifiers*) per 10% of QN. Extra Arms could certainly be interesting. However, they are horrendously expensive and cost quite a bit to work at a distance - two Extra Arms that can sorta work at Reach 1 (Reach C attacks work at Reach 1, but longer ones still work at their normal Reach only) would already cost the same [50] as TK equal to QN, which would work at up to 10 yards away (Extra Arms 2 (Force Extension +50%; Long +100%) [50]). They would arguably have the benefit of it being a good deal easier to wield four weapons at once (or two two-handed weapons, or a mix), as you could attack with all as a Multi-Weapon Strike (at -4**, as for a DWA) with a single Attack maneuver, while someone using TK would need to choose between using Attack with their personal weapon(s) and Concentrate for their TK'd weapon(s).
*Visible is -20%. I feel the ability to target it like for Binding is probably worth another -20%. The fact it has to start within the Wand's Reach and then Move to its destination (rather than you being able to just instantly dictate where within 10 yards the effect manifests), with the side effect that if you move outside of its range it vanishes (if you're moved out of range outside of your turn, you can declare you'll use a Concentrate to move it toward you on your next turn, and if it can get within Range, it sticks around) is worth either -10% or -20%. So we're looking at either -50% or -60% worth of Limitations, which changes things to either -1 per 4% QN or -1 per 5% QN. If allowing for the first [10] to be priced as an Alternate Ability, that means either the first -1 is worth 20% QN and the second -1 (total -2) is worth 40% QN with +4% per -1 thereafter, or the first -1 is worth 25% QN and the second -1 is worth 50% QN with +5% per -1 thereafter. I'm leaning more toward the latter in both instances, as multiples of 5% tend to be easier to deal with than multiples of 4%. In cases of fractional QN, I'll probably round down for determining damage but will use the full value for calculating BL (someone with QN 17 that uses TK at 50% QN would have effective QN 8.5. That rounds down to 8 for damage, so thr 1d-3 sw 1d-2, but BL is 14.45, not the BL 12.8 that would be for QN 8).
**Personally, I feel a Multi-Weapon Strike should simply be at -2 per strike. So -4 for two, -6 for three, -8 for four, etc.