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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

First... does this...

"The mechanical difference is that one is a 10x10 set, and one is a 2x10 set that gets +8 gobble dice when it resolves."

...mean if something interferes enough to impose even an 1 die penalty the power goes down? What can impose those penalties on a native power?

Second... didn't notice about the native part. My derp. But still, I'll reduce your hero to a gibbering wreck and then drop him into into a hole somewhere. There's all sorts of ways to take someone out of the equation without damaging them.

But even then, the game is designed to be played by a measure of trust. If a group WANTS to play with all the most game-breaking ideas and that's fun for them, they should go for it. Tweedle-Kill's power does to points of damage to every hit location every round, to EVERY PERSON ON EARTH. But that's okay. His Brother Tweedle-Heal radiates a field that heals 2 points to every location on every person on earth. Meanwhile, Captain Sun Block is turning off the sun, while Commander Rogue Planet is smashing Mars into the planet. It's all in good fun.

There are so many ways to break the system. You may have found a really cheap one, but far from the only one. Have some fun with it.

Frankly, I like this power to fix an issue one of my players has been experiencing. All the PCs converting into the system fine, but one of them had an issue with her force field I couldnt' resolve. replacing some dice with levels of Defends might amp her up to the level needed without overspending.

John






On Fri, Jan 31, 2014 at 1:44 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
The mechanical difference is that one is a 10x10 set, and one is a 2x10 set that gets +8 gobble dice when it resolves.


On Fri, Jan 31, 2014 at 1:12 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Just looking at the armor, since that's what you're more worried about... We're looking at a comparison of two powers here:

HA 10 A 2HD (68 Points)
Cost: 17/34/68
Defends +8: Interference +3, Endless +3, Native +1

HA 10 B 10HD (180 Points)
Cost: 9/18/36
Defends: Interference +3, Endless +3, Native +1

What is the mechanical difference between the two? Is there any reason not to always buy 10 Hardened HA as the first one? I don't have the book in front of me, so I can't double-check it.

Christopher doesn't seem to be complaining "Agh, how do I deal with invulnerable characters?!?!" That's a known problem. He seems to be more worried about "How come there is a legal way to build the same power, with no seeming downsides, and it is way cheaper than the 'normal' way of building that power?"

The real question is how come all characters don't buy their Hardened Hard Armor like this. If there's no downside to approach A, it would just make sense to make it the "standard" build...


On Fri, Jan 31, 2014 at 1:17 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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