I really enjoyed this series, but it did leave me hanging on one lingering question I have, and that concerns everyone's favorite power from the cafeteria: Multiple Actions!
It's basically the same question Princess Stacey asked way back here: http://forum.rpg.net/showthread.php?503044-Wild-Talents-augment-vs-multiple-actions. TL; DR -- MA + Endless seems like a cheap way to get Augments -- you only have to buy one power quality instead of three.
(And yes, I recognize that the intent behind the game design is not for every power to be balanced perfectly mathematically against the entire spectrum of powers, but this case seems so blatantly broken it bugs me.)
I think I'm to the point where I'm going to houserule that MA can *only* be used to offset penalty dice for taking multiple actions (well, that plus the non-combat benefit), but I'm curious to hear other peoples' thoughts on the matter.
TK
On Thursday, July 26, 2012 12:22:55 PM UTC-5, Shane Ivey wrote:
Greg digs deep with the final installment of his primer on building custom powers in Wild Talents. Today he tackles powers with multiple qualities, blending Variable Effect and Augment and all kinds of flaws and extras in two incredibly flexible powers: weather control and world-class telepathy.http://arcdream.com/home/?p=1129 --
Shane Ivey, Arc Dream Publishing
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