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Post by adunaphel on Nov 9, 2013 12:07:19 GMT -5
Hi again , I'm already back with another rule question . Don't be afraid, it's not as fundamental as the Strike one. It's only to understand some game design choices you made. The penetrating/impenetrable are all or nothing pros. So a 3D blast (penetrating) make a 15 D (or as high you want) armor useless. Samething a 3D armor (Impenetrable) makes a 15 D (penetrating) blast no more penetrating (which is less problematic). Why do these pro aren't working rather as a malus to the passive defense for Penetrating and to attacker Penetrating level for Armor ? Exemple : Blast 4D penetrating vs Amor 10D = Blast 4D vs Armor 6D It could let a caracter buy Penetrating/Impenetrable at intermediate levels : Blast 10D penetrating 4D (cost 8 + 2) =10 vs Armor 10D = Blast 10D vs Armor 6D Blast 10D penetrating 6D vs Armor 10D Impenetrable 4D = Blast 10D vs Armor
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Post by LakeSide Len on Nov 9, 2013 15:30:40 GMT -5
Totally viable, but that was a complexity we specifically wanted to avoid. In the comics, claws that can cut through anything can cut through anything. Except for things they can't cut through. Same with energy swords wielded by mystic knights in a sci-fi setting that happens to take place a long time ago in a locale far, far away. It's always all-or-nothing. It works that way in the media that influenced P&P and it's much easier to do it that way as well.
Thus, we made it that way very intentionally,
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