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: 17/34/68Defends +8: Interference +3, Endless +3, Native +1HA 10 B 10HD (180 Points)Cost: 9/18/36Defends: Interference +3, Endless +3, Native +1What 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: 22/44/88Defends+8: Interference +3, Endless +3, Native +1Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1This 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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