Sorry about the multiple posts. The posts kept not showing up so I re-
posted.
Matt, I posted not just to ask rules questions, but to bring up points
that could be confusing to "get over the hump" so that one could
understand how Wild Talents is played. The elevator question, FREX, is
not just a question about that specific situation, but about the
degree to which mechanics may take a back seat to the situation in the
story. This is not clear and does not seem to really be discussed at
all in the rules. As such, a player has every right to say something
like "look, I bought X defense and no matter what the situation is or
how my power works, I shouldn't be hittable because he has X-1
attacks." Many gamers would be quick to say that they rules are on
their side and that they didn't by a defense that was useless in a
particular situation, and that if they did want that, they would have
bought the power with an appropriate if/then.
The points that I raised are, I think, ones that need better official
clarification.
Hotjets
On Apr 5, 9:09 am, matt <iamafra...@gmail.com> wrote:
> I would rule it...
> For the fire blast vs elevator:
> The defense wouldn't work if the fire blast was an area effect, if the
> fire blast was a 'beam' then it would work.
>
> precog + flight:
> They are both separate defenses. It isn't lists that the flight
> defense is permanent but I'd take the higher of the two powers as
> defense.
>
> On Apr 5, 8:30 am, Hotjets <Hotj...@verizon.net> wrote:
>
>
>
>
>
>
>
> > To what degree does logic trump powers? For example, let's say that a
> > talent has 10HD in invisibility with the defends and useful qualities.
> > He's visible and gets into a very small elevator, and turns invisible
> > as the doors slowly close. An enemy talent with flame powers sees Mr.
> > 10HD go into the elevator and fade out. Fire Guy shoots a 5hd blast of
> > fire into the elevator just before the doors close. If the defends
> > quality of invisibility is based on being hard to see, do the narrow
> > quarters basically nullify the invisibility's defense? You don't
> > really have to see the target to hit them if you know where they are,
> > right? But from a rules standpoint, it should be impossible to hit the
> > invisible character. What happens in situations like this, where the
> > mechanics say one thing and reason another? What if someone stuck an
> > automatic shotgun between the doors as they closed and pulled the
> > trigger a few times? What if fire guy's attack had the engulfs extra?
>
> > Do defenses accumulate, or do the best take precedent? FREX, a PC has
> > 3HD in defends related to flight and another 5d based on permanent,
> > always on precognition. What is their total defense if they are
> > flying? Clearly, invulnerability allows both heavy armor and light
> > armor to work during the same turn, so what about other sorts of
> > defenses?
>
> > In the rulebook, invulnerability that acts against all sources, like
> > other variable effects, is not bought with any capacity. In
> > Progenitor, sometimes it is bought with self only and sometimes it
> > isn't. It seems very cheap for such a comprehensive power to get a -3
> > self only discount.
>
> > How do you gain base will through character advancement? How much does
> > it cost? Do you need to spend a point of base will when you buy it?
>
> > I'd like to see examples of how to apply Alternate Form or other
> > "shift dice around" or "alter your powers" shapeshifting powers.
>
> > Could one buy the defends quality and specify that its dice are
> > constant, but that the defends quality's flavor shifts based on the
> > power you use? FREX, a PC has invisibility, flight, and telekinesis.
> > Can they just buy 5hd in defense with If/Then (only if one or more of
> > these powers is active) and simply say that that is how the defense is
> > working? This, as opposed to buying defends three separate times?
>
> > I have harm with the duration extra. Let's say that it involves firing
> > matter eating nanobots. An attacks power with duration (or endless or
> > permanent) automatically launches the same attack every turn as long
> > as the scene goes on. I attack and hit bad guy 1 on turn 1, 2 on turn
> > 2, and 3 on turn 3. Does this attack continue against all of them
> > automatically, or is my attack slot committed and exclusive, only
> > repeating against one target during that encounter?
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