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

Anything that passively (or persistently) causes a -1d penalty to the defense will ruin the 2x10 set before the +levels are applied.

~Daniel


On Wed, Feb 26, 2014 at 11:49 AM, John Poole <longspeak.teller@gmail.com> wrote:
Okay, the book maybe needs a little clarification, but I see it now. Yes. Penetration only seems to affect HAR or LAR which has the Armored Defense Flaw. That seems a little wonky to me and reduces the usefulness of penetration, but that's a separate argument.

But Interference... I never thought to put that on an attack. What happens if both an attack and a defense have Interference?

If they resolve simultaneously, the attack loses 10 gobble dice no matter what, right?

But if they resolve in order of width... an attack with interference will kill the 2hd version of the power pretty easily in many cases, won't it?




On Wed, Feb 26, 2014 at 10:54 AM, Marco Subias <arkhamalum@gmail.com> wrote:
Penetration only works if the target has the Armored Defense (I believe that is what it's called) flaw. 

An attack with Interference would work though.

Hotjets


On Wednesday, February 26, 2014, John Poole <longspeak.teller@gmail.com> wrote:
I want to revisit this question. A player and I were looking it over, and I am curious, from a purely mechanical standpoint, if there's any reason not to purchase a power this way.

If I compare...

Defends (HAR) Extras and Flaws: Interference +3, Native +1 Permanent +4. 10/die.
--200 points for 10 hard dice, providing 10 gobble dice.

to

Defends (HAR) Extras and Flaws: Defends Levels +8, Interference +3, Native +1 Permanent +4. 18/die.
--72 points for 2 hard dice, providing 10 gobble dice.


Now, I still know there are plenty of ways to deal with the character. But... our curiosity is up and we want to know... purely from a game mechanic standpoint, is there a reason to purchase the more expensive version?

Penalty dice can affect the roll... but if a power is permanent, you're not likely to ever roll in a scene? But sure, it's possible.

Native keeps it from being zapped or from losing dice from willpower drain.

What about levels of Penetration? Does Penetration go against the total gobble dice, or against the set rolled. If the former, the cheaper power still seems the way to go. If the latter, well, one level of penetration kills the set of the cheaper power, bye bye protection.

Is there any other mechanical reason why the cheaper power might be a Bad Idea?

John




On Fri, Jan 31, 2014 at 11:17 AM, 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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