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Post by LakeSide Len on Oct 13, 2014 11:36:47 GMT -5
Ryan -- I will be sending you an unsecured sheet as soon as can get back to my system. Thanks!
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Post by LakeSide Len on Oct 13, 2014 11:36:09 GMT -5
Hi,
I only know of the Character Creation Sheet.
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Post by LakeSide Len on Oct 13, 2014 11:35:13 GMT -5
Hi,
Traffic is not high, and I have been in take-care-of-life mode. But don't ever hesitate to email me (you can find the info on our website). Thanks!
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Post by LakeSide Len on Oct 13, 2014 11:33:59 GMT -5
Can't stand that guy ....
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Post by LakeSide Len on Oct 13, 2014 11:33:27 GMT -5
Resolve allows you to do exactly that.
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Post by LakeSide Len on Oct 13, 2014 11:32:04 GMT -5
That is exactly how we do it. If you are good with it, I would allow a miscellaneous PRO (costing 1d or 2d) on Boost saying that it works concurrently with Drain.
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Post by LakeSide Len on Oct 13, 2014 11:29:26 GMT -5
Generally speaking, yes. As to using it for Luck specifically, you are going to have to test that and see if the result turns out to be a bit over-powered, which it might.
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Post by LakeSide Len on Oct 13, 2014 11:28:17 GMT -5
That's your call, depending on your game. I think of TK as an invisible mental arm. No more, no less. Can you use it to attack or defend yourself? Probably. Can you fly with it? Probably not, although could could move other folks around. Can you ensnare with it? Probably in the same way you can "ensnare" someone by grappling them with your arms.
The other thing to consider is rank depletion, which is kind of a built-it limiter on broad powers. If you use TK to move something, to attack, and to defend yourself, your TK rank is dropping each time you use it.
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Post by LakeSide Len on Oct 13, 2014 11:23:48 GMT -5
1. You can't have a variant of a variant (unless the idea is really cool and not trying to game the system and squeeze more points out of it than you really should)
2. Does the cost of the variant power costs the total cost of the "master" power less the Variant pro. It's obnoxious that way. We handled this in our other supers game Paragons by making Variant a power in and of itself. Likely, P&P v 2.0 will take many of the lessons we learned into account, including this one.
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Post by LakeSide Len on Oct 13, 2014 11:20:16 GMT -5
Hi,
Absolutely!
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Post by LakeSide Len on Aug 8, 2014 12:15:59 GMT -5
UPDATE: As of yesterday, we still had room in both games. Thanks!
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Post by LakeSide Len on Aug 8, 2014 12:14:51 GMT -5
Has anyone tackled this? If not, I think I may do so once I'm back from Gencon. Thanks!
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Post by LakeSide Len on Aug 8, 2014 12:13:54 GMT -5
OMG OMG OMG OMG OMG!!!!
I mean, ahem, cool!
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Post by LakeSide Len on Aug 8, 2014 12:12:08 GMT -5
Hi,
So sorry for the delay. Been incommunicado with REAL LIFE and also Gencon prep. Okay, generally speaking, I find converstions to P&P easy as long as I don't try to convert item-by-item, mechanic-by-mechanic. With no real skills, feats, or anything like that, P&P is very much about the end result. Figure out what a characters is, what s/he does, and then just create him/her raw in P&P. This is what I did when creating the x-men PCs for the Gencon games (which I think I'll post in both P&P and Paragons formats) and it was very fast and easy, even though I have been away from P&P (from a design perspective) for a while now. Many mechanics in games with a bit more crunch like Hero or M&M just don't really translate all too cleanly, so you want to capture the feel more than the specific mechanical transfer. Does this help?
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Post by LakeSide Len on Aug 8, 2014 11:51:44 GMT -5
I don't know of any, but god I would love to hear any.
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