08-27-2021, 02:19 PM | #21 |
Join Date: Nov 2016
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Re: Ability to Shield Allies (Active Defense limitation)
To help you understand the idea, this is not a vanilla ranged attack. "Projected" is basically a cosmic modifier to remove the restriction, it changes it so it can parry. It is called "Adding Utility" (power ups 4) and I would say it has the same nature as "force extension". On the other hand, by projecting the weapon where you need it, you don't have to worry about flexibility.
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08-27-2021, 10:36 PM | #22 | |||
Join Date: Aug 2018
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Re: Ability to Shield Allies (Active Defense limitation)
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So it doesn't seem like you would do +50%/ally for DR since it's not movement/transformation. Quote:
So I think Selective Area should allow you to exclude the DR benefitting certain hexes within your radius, by creating a force field of varying shapes. This also makes it easy to understand the "impedes movement" aspect. Selective EFFECT would get sort of complicated though: because then you're designating by something other than hexes (area) and I'm not sure how you could actually do that, except when first choosing whether a force field resists someone entering the field or not. I don't know if "effect" would do anything once someone's already inside the bubble. Last edited by Plane; 08-27-2021 at 10:39 PM. |
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08-28-2021, 02:57 AM | #23 | |||
Join Date: Jun 2010
Location: Germany
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Re: Ability to Shield Allies (Active Defense limitation)
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Even with projected, ranged, which usually would then be combined with reduced range because you usually do not need to defend at 100 yards, is pretty much getting it for cheap. I can maybe understand that if you wanted to actually do crazy distances for this, it WOULD be reasonable to not charge for, say +2000% for twenty yards and use some level of cosmic, but for normal ranged, we are talking 2.5 points per increase in the reach you can cover. That is not that unreasonable. @Plane: If we want to be very pedantic about "rules as written", maybe reread selective area from basic: Quote:
Yes, you can do this for affliction builds. But with affliction builds, you already have paid for the ability to, barring limitations like costs fatigue, limited use, etc. , afflict as many people as you like. Selective area there is basically just a bit of quality of life to make things more convenient when it comes to quickly getting your affliction on only your allies. Affects Others ends with: Quote:
Alternatively, there is the Aura of Power Build. Active Defense WITHOUT the issue of having to be aware of the attacking coming (your ability automatically tries to actively defend for you) is -20%, so having the user of the affliction being the one who needs to be aware of the attack could be anything from a 0 point feature to a +15% enhancement. Having a shared penalty for multiple active defenses would have to be some sort of nuisance effect, I think a rather sizable one since it greatly reduces the usefulness of this ability. You basically loose out on most of the benefit of having it be an affliction that can affect multiple people in the first place. Alternatively, one can look at accessibility and make a rough judgment of what percentage of cases the ability thus is actually becoming useless that way. For example, one could assume that with a party of, let us say four people, the attack could be reasonably useful against 8 incoming attacks normally, but with a shared penalty, likely only against 2, which would be 25% of times, which fits neatly, with some leeway for party size, into the 19-31% band for -30%. Conversely, if one would want an ability that is guaranteed to shield against one attack but only that one, I think it would be fair to go all the way down to -40% as a limitation.
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08-28-2021, 02:40 PM | #24 | |
Join Date: Nov 2016
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Re: Ability to Shield Allies (Active Defense limitation)
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Projected practically is the same modifier as “force extension”, but reskinned for the “stretching” advantage. And just as “force extension” was reskinned to allow a ghost-limb-weapon-mount block an attack (without having an actual weapon mounted), Projected has the potential of letting you parry with a projected weapon. Per pyramid 3/65 Projected can be employed with brawling; brawling is a melee skill and melee skills can parry. When you choose to build a ranged (natural weapon) attack, you give the attack 10x.5/10x1 range (5/10); then you modify the range. If you suggest taking a modifier to reduce the range, you don’t need it. On the other hand, I picked increased range x10 to give the user 50/100 range (it only costs 1 CP for the build). Increased reach is in the GURPS basic set.
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08-28-2021, 04:18 PM | #25 | ||||||
Join Date: Aug 2018
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Re: Ability to Shield Allies (Active Defense limitation)
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Affects Others by definition involves stripping away the usual restriction for Area Effect, so there's no reason to think other gun-icon things (such as Selective Area) still have that restriction. Selective Area is intended for anything that has an Area Effect to allow you to shape that area. Quote:
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For the recipient to be the roller/controller you need to use "Beneficial Afflictions" which inverts the HT roll to resist (failure above HT = afflicted) to a HT roll to succeed (success below HT = afflicted) Quote:
Active Defense is derived from "requires DX roll" in the PU8 writeup under the hood, so maybe something like Aftermath: -1 to DX ? Only thing is that is meant to last a minimum of 10 minutes, so "Backlash" might work better since you can get over that penalty faster. Powers has "simultaneous uses" penalties but I don't know if that'd work since it's not exactly the same as "consecutive uses". "Increased Immunity" can give a penalty lasting an hour but that seems a bit harsh. We need some kind of partial version of that, like instead of -10% for -1 for 1 hour, maybe -1% for -1 for 1 minute? Quote:
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There's acutally precedent for that, you can take the Reduced Duration limitation on abilities with "requires DX roll", reducing 1 minute's use to 1 second's use. Though I get the impression for attacks/defenses they're considered instant/transient by default... One would think that activating "requires DX roll" stuff is like a free action and those are normally limited to 1 per second anyway... and normally you need to use something like a power dodge to activate free actions at times other than the start of your own turn... but I am probably mixing up "roll to turn your ability on" vs "your ability is on but you roll to see if it worked in that particular moment of need" |
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Tags |
active defense, affects others, damage resistance, sacrifical block |
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