I am a GM with a player who plays a character with Time Powers. Recently I recognized some odd problems with the power "Temporal Sidestep". My player interprets the rules in a manner I don't really go with. But so far I have to go with it, because this power is somehow paradox. An before spoiling the game, I agree with an overpowered interpretation of the rules.
The issue is: When does "Temporal Sidestep" work. When does it not.
As listed, Temporal Sidestep offers an Immunity 80 to Dodge and Parry based attacks. And seperated with a semicolon, it offers a second effect: a reaction teleport 1.
That means to me, that this power consists of two effects which can be both used with acquiring this power once. An Immunity 80 means 80 ranks in this power.
With Immunity that costs 1 PowerPoint (PP) per rank, that means 80 PP spent for that power, regularly. But Temporal Sidestep costs only 32 PP. So far so good, furthermore the math behind the cost of that power should be: Base Effect Cost = 1 per rank. Additionaly a Modifier, a flaw, called "limited" = -1 per rank, mixes up. A second modifier, called "Concentration" applies as well. An Immunity is basically a permanet power. To apply the "Concentration" modifier presumes a "Sustained" duration. According to the rules, making a "permanent" power that doesn't need any "mundane effort" to kept ongoing, to a power that is only "sustained" is an Extra (a positive modifier) for 0 points cost per rank. A effect with the duration "sustained" needs at least a free action to stay sustained. Making a sustained effect to an effect that works only as long as you concentrate on, the Flaw-Modifier called "Concentration" applies. A short costing
Base cost per rank for "Immunity" = 1 PP per rank
Modifier -Extra- "Sustained" = + 0 PP per rank
Modifier -Flaw- "Concentration" = - 1 PP per rank
Modifier -Limited- = - 1 PP per rank
Makes a total of -1 PP per Rank. A Base Effect Cost reduced to zero by modifiers simply resolves in the Powerpoints per rank ratio of 1:2, which means 1 PP per 2 ranks. And any further cost reduction leads to applying this to the "rank part" of that ratio, which means, - 1 per rank equals in a ratio of 1:3, 1 PP per 3 ranks. In addition to that the power "Temporal Sidestep" contains a "Reaction Teleport". Reaction means as many times as needed and triggered. This is not marked as an Alternate Effect. It simply works everytime he doesn't uses the Immunity.
But what actually means an "Immunity 80 to Dodge and Parry based attacks"
A combat is handled this way, as far as I understand it. The following description refers to the point when the attack occurs, after rolling initiative and when it is the attackers turn.
1. You make an Attack check. With using a power, an attack check is needed any time you use an effect that is a so called "Attack". "Attack" refers to simply any effect that according to the table of "Power Effects" has the word "Attack" listed in the column "Type", which includes "Afflictions".
2. An attack check is, you roll a D20 plus your "Attack Bonus" and any modifiers against a DC that is equal to the "Defense Class".
3. The "Defense Class" is equal to the "Dogde" or the "Parry" Defense plus 10. Dogde for ranged attacks, Parry for close attacks.
4. If the attacker hits, the target is allowed to make a resistance check. An that is actually when an Immunity works. Because an Immnuity means you succeed on an any resistance check which suits the thing you are immune to.
And that is where the problem starts, with a "Immunity 80 to Dodge and Parry based attacks"
Any, simply any attack is according to the rules based on "Dogde" and "Parry" because, when you attack, the targets "Defense Class" consists of the "Dodge" or "Parry" defense. That means a "Immunity to Dodge and Parry based attacks" renders the target virtually untouchable. Including, "Toughness, Fortitude and Will based attacks". For 32 PP
The other way round an Immuity means you succeed on the "Resistance Check". An only to those things that you have to resist to. With an "Immunity to Dodge and Parry based attacks" that means only on those things, you resist with your "Dodge" oder "Parry" defense. Whilst a "Damage"-effect is generally and in its basic form resisted with "Toughness", that leaves the "Immunity to Dodge and Parry based attacks" quite useless.
I hope I could explain the problem I have, and I would appreciate any solution to that problem. Even though I am not looking for pros and cons to that issue but for a final resolve, preferentially by a developer of the game. To clarify the intentions. If there is any incorrectness with the things I mentioned or along the considerations, of course any critique is welcome.
Thank you in advance for your help
P.S. I am not a native english speaker, therefore I beg your pardon if my English is not correct