Not at all. Because capacities are divided each round.
Using the TK example if I wanted to use the A and U qualities in the same round I would need to decide whether I wanted to move something nearby and attack something far away or vice versa or sit the ranges evenly.
If I didn't have the hi capacity extra on the U effect that would be a 3rd capacity I would need to assign dice for. Having 3 separate powers allows all capacities to remain separate.
So if I want to use the A and U together but the two powers are separate both have their own separate capacity "pools."
So with 6d in 2 powers I have a 6d range for attack and a 6d pool for range and mass. If the two powers are combined I have a 6d pool for both ranges and mass. 1power 6d to divide, 2powers 12d, only 6 of which I need to divide.
Unless I've added a step where none should be.
It seems that, in general, separate powers are better than multi powers, but multipowers may be preferable depending on permissions (like 1 power) and 1d in a multipower improves all the effects at once which may effect training times (assuming 1 power takes less time to improve than 2 or 3, supported by the improvement during play rules).
-Matt Conlon
Well, yes, obviously, if you buy different dice for the different qualities, you'll end up with different points numbers.But TK 14/dA, RangeD, Self, Duration, InterferingU, Range, Mass, High Capacity Massat 6d = 84 points.just like 6d Telekenetic Attack (2/die, A, Range), 6d Telekinetic Defense (7/die, Self, Duration, Interfering) and 6d Telekinetic Push (5/die, Range, Mass, High Capacity Mass) add up to 84 points in total.I'll point out that if you had 6d + 2hd in the combined TK power, because the defense is with Duration, you can activate it with your 2hd + 6d, and then in subsequent rounds still use those 2hd+6d - you don't have to set any dice aside as "in use" or whatever.Presuming you buy the same dice pool for each power, buying them seperate or buying them as one power is really just a matter of how they are written on the character sheet - they're pretty much identical, aren't they? Indeed, isn't writing them all together as one power just a shorthand for "I'm buying the same number of dice in each of these"?--On Thu, Jun 13, 2013 at 12:18 AM, Matt <moeheid@gmail.com> wrote:6d in an ADU is very different than 6 in all 3. Example: lets make a TK user that can make a personal FField, TK Punch, and move stuffTK 14/dA, rangeD, self, duration, interferingU, range, Mass, High Capacity MassFor a reliable Forcefield lets say we go with 2hd 56pts, and 6 more dice to throw around splitting them as needed- 144pts, a nice 200pts.Now same character with 3 separate pools for the same effects:A, Range 2/d 6d 12ptsD, Self, Duration, Interfering 7/d 2hd 28ptsU, range, mass, hi cap mass 5/d 6d 30ptsTotal 70 pts. I think this proof is counter to my argument...So we are in agreement that a 6d cosmic power won't ever be more than 6 dice of powers all at the same time?Spray, booster levels and such are how you make 3 2d powers feel like 3 8d powers, right?Maybe it has something to do with creating a whole bunch of endless 1 use buffs...-Matt ConlonNot so! 6d in an ADU cosmic power is exactly the same as 6d in separate A, D, and U powers (except for power permissions).The 6d can be used for an AD power and a U power, or 3d in an ADU and three dice left for random A, D, and U powers (probably with Spray +wd or +hd to make it reliable, balanced by Flaws or WP expenditure).
By my reading, anyway.For example, one of the PCs in my off-and-on comedic Wild Talents game is Matrix, a gadgeteer. He has 10d for gadgeteering with ADU, which generally involves jury-rigging his Toyota Matrix (with a patent-violating Stark power generator) into a gadget for the session. Its "default" setup is flying DU and GI-Joe-esque zap guns for the Attacks. Sometimes he just makes a Matrix-Mecha with a lot of Hyperbody. "It's much less agile when it's a snake detector," as he once noted, being forced to actually *drive* a car with 10d in Useful (Detecting Snakes).
-- Daniel--On Wed, Jun 12, 2013 at 8:24 PM, Matt <moeheid@gmail.com> wrote:
As I understand it:You could turn your cosmic power dice into just Attacks/defends etc, the merit is reduced WP costThe number of dice in the power is limited by your cosmic power dice. But any given cosmic power dice can only do one thing at a time.So if I have 6d as you say I could assign all six to an attacks power, or divide them 3 and 3 into attack and defend Or 2/2/2 or 4/1/1 etc. the secret to cosmic power is gobs of WP.The other advantage is you don't need HD or WD in the power itself, you pay the cost of the dice they're emulating when you use the power. So if you have 10d you can make a 5d attack you roll, a 2hd defense, and a 3hd utility or movement power w/ a huge WP cost.
-Matt ConlonSo, you've got your Cosmic Power or Gadgeteering, or whatever...--How does it work with powers with multiple qualities? Like, if I use my Cosmic Power for Flight, I should be able to make it ADU, right, because Cosmic Power has all three?But, since I've got all three qualities in Cosmic Power, and it costs the same to buy three qualities for one power as for three one quality powers, can I break it up? Can I take my 6d in Cosmic Power and put it into a 6d Harm, a 6d Armor, and a 6d Useful only for Movement power all at the same time?This seems more relevant for gadgeteering - it seems most likely that folks would build gadgets that *only* attack, or *only* defend or whatever, which seems a very inefficient use of Gadgeteering dice compared to buying three separate powers (Attacking Gadgets, Defending Gadgets, and Useful Gadgets)...
--
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-- Oscar Wilde
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