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Re: [ORE] Question on how Duration interacts with certain Extras

Interference is basically "makes dice gobble all the time."

Let's say you have "auto block" some kind of reflexive sword interpositioning power based on super training.  Without Interference, you roll 3x10.  So you have a block roll of 3w and 10h against every attack thrown your way for the scene.

So if an attack comes in with 4w, its initiative beats your block speed and your blocking has no effect on that attack, nor any other attack with a w>3.

Now with Interference, your 3x10 become gobble dice against every attack thrown your way for the scene.  An attack with 4w is still affected and reduced to 1w, or no effect.  A roll of 6x9 would hit you with an effective result of 3x9 as your 3x10 eats 3 of the dice from that 6w set.

So if you have depleted on a duration power, you have a certain number of charges/uses before needing to restock/recharge.  That's effectively a number of scenes for a duration power before needing recharge.  You activate the power, it functions for the duration on one charge.  

It's not as cheesy as you think because as the GM one can make all manner of nonsense interfere with recharging/restocking depleted powers so the flaw comes into effect.  Costly components, break-ins, shipping debacles, a termite infestation that makes "meditating to recharge" impossible for a few crucial days.  And any good long term villain will have a handle on a PC's weaknesses soon enough.

Good luck!

On Fri, Jun 12, 2015 at 6:54 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
On Fri, Jun 12, 2015 at 9:10 PM, Allan Goodall <awgoodall@gmail.com> wrote:
At this point I'm going to let Shane explain Depleted with Duration. :-)



The underlying logic of Duration is, basically, you roll the dice and instead of that roll being your one action for that one round it instead lasts for a while. So every time something comes into contact with your power, it comes into contact with whatever you rolled to activate your power.

Augment and Interference are both consistently pains in the ass because they change fundamental things about the way the dice work in the game. Mix that with duration and yeah, it gets sketchy. Since they change the fundamentals of the dice, they also change how Duration works since Duration just extends the life of a single roll of dice. And on top of that it sounds like we had conflicting interpretations in different places. Mea culpa. 

When in doubt, err on the side of simplicity. Leave the matching dice on the table for the Duration of the power's effect. (Unless there are unhappy ramifications of that and they're escaping me at the moment. It's late.)

Depleted is just "limited number of activations." If you have a six-shooter and each shot has Duration, you can have six things lingering. But again, if it's just free points because Duration makes the limited number of uses irrelevant, then it doesn't count as a Flaw that gives you points. The GM and other players ought to call shenanigans.

-- 
Shane Ivey, Arc Dream Publishing
The One Roll Engine and more: www.arcdream.com
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
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