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  • deconstructing advantages

    so I can't remember which source book it was off the top of my head but it said basically that advantages were 1 point powers with the innate addon and balanced out by limited to not being able to use with extra effort. I was thinking it would be cool to take all the known advantages and try to write them out in longhand as to their power construction.

  • #2
    Re: deconstructing advantages

    That wouldn't necessarily work with all of the advantages, but it might be a useful exercise, especially if you want to make something based on a super-version of a particular one, or alternatively build some custom ones that are similar.
    My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
    My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
    [/URL]
    I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

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    • #3
      Re: deconstructing advantages

      Originally posted by JDRook View Post
      That wouldn't necessarily work with all of the advantages, but it might be a useful exercise, especially if you want to make something based on a super-version of a particular one, or alternatively build some custom ones that are similar.
      yes those 2 things did cross my mind plus I'm kinda the weird type who likes system mastery for system mastery sake.

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      • #4
        Re: deconstructing advantages

        I think you got the cart in front of the horse; I believe that line was in the Powers Profile for Talent profiles, and it was basically a way to have exotic advantages that were power-like but "not powers"; in other words, it said you could construct Advantages that way, not that all extent advantages were that way.

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        • #5
          Re: deconstructing advantages

          Originally posted by Darkdreamer View Post
          I think you got the cart in front of the horse; I believe that line was in the Powers Profile for Talent profiles, and it was basically a way to have exotic advantages that were power-like but "not powers"; in other words, it said you could construct Advantages that way, not that all extent advantages were that way.
          Sure some might not have been built that way such as wealth or other uses of the benefits advantage but I see several which could be deconstructed such as all the pwr attack type ones that buff one thing by draining another. I think that working backwards on those might be a useful mental exercise as it could lead to other ideas

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          • #6
            Re: deconstructing advantages

            'Eidetic Memory' is a real power, rather than Advantage. It can throw a game in the gutter, GM-wise, quick like.

            I saw it better represented as "Variable X; _ pts. to add to Expertise for new knowledge, Check Required X; DCX Expertise check for correct answer"

            Something like that.

            There needs to be an advantage for Will: "Trained Mind; 1 rank = +2 Will checks, 2 ranks = +5 Will checks", in keeping with the kind of mind-training that Prof. X did with the X-Men.

            Uncanny Dodge is overpowered, but indirectly since Surprised = Vulnerable, instead of Defenseless.

            Chokehold should be a combat maneuver, with Improved Chokehold providing a +5 bonus.

            Wealth should be meaty: Equipment rank doubles in effectiveness with each rank of Wealth (32 ranks of Equipment per rank @ Wealth 5). Money is power

            Takedown should allow a Free action attack with each successful hit, rather than damaged condition, vs. Minions & non-Minions.
            [URL="http://roninarmy.com/threads/1243-My-Dream-House"]My Dream House[/URL]

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            • #7
              Re: deconstructing advantages

              Originally posted by dream View Post
              'Eidetic Memory' is a real power, rather than Advantage. It can throw a game in the gutter, GM-wise, quick like.

              I saw it better represented as "Variable X; _ pts. to add to Expertise for new knowledge, Check Required X; DCX Expertise check for correct answer"
              It defines itself as a +5 to remembering, which is far from "perfect" but representing a superior memory. It's roughly equivalent to Second Chance: Remember. It's also like Jack-of-All-Trades only limited to Expertise. Since most genius-style characters have 10-12 INT which would translate to an equivalent expertise level, I suppose it could be a little tricky to work around for a GM, but not much moreso than other game-stopping powers (Mind-Reading, X-ray Vision, Teleport, etc)

              Originally posted by dream View Post
              There needs to be an advantage for Will: "Trained Mind; 1 rank = +2 Will checks, 2 ranks = +5 Will checks", in keeping with the kind of mind-training that Prof. X did with the X-Men.
              As I mentioned above, +5 is statistically very close to a reroll, and I've seen several X-Men builds using Second Chance: Mental Control. If you need something beefier, Half Effect Immunity vs Mental Effects is always a good choice for 5p.

              Originally posted by dream View Post
              Chokehold should be a combat maneuver, with Improved Chokehold providing a +5 bonus.
              The basis of the Chokehold is essentially an AE of the free Damage you can inflict from crushing. If the +5 bonus is for making the effect harder to resist, it's essentially the same as Improved Hold, and if it adds to either Attack check or Effect Check, it's a potential PL-breaker.

              Originally posted by dream View Post
              Wealth should be meaty: Equipment rank doubles in effectiveness with each rank of Wealth (32 ranks of Equipment per rank @ Wealth 5). Money is power
              I respectfully disagree. I think Wealth is better as a descriptor for access benefits, including Connected, Contacts, Equipment, Security Clearance, and Status. Using it as a cheap way to get equipment is unbalancing.

              Originally posted by dream View Post
              Takedown should allow a Free action attack with each successful hit, rather than damaged condition, vs. Minions & non-Minions.
              Sounds like an opportunity for an infinite slap fight ripe for action abuse.
              My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
              My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
              [/URL]
              I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

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