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Author Topic: On Power Frameworks  (Read 1098 times)
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Luther
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« on: September 16, 2005, 12:57:00 PM »

Warning - this is a strange combination of rules-lawyering and encouraging RP-ing - so if you are anti-rule read at your own risk.  If you are basically letting me make your character with your guidance (Rainee) - don't bother - nothing here that you need to know.

OK - so many people are tinkering with chars already, and have discovered the easiest way to squeeze tons of points out of their char is with a power framework.  Power frameworks look unfair at first, but in fact, on further analyses, maybe not so much.  Why?  Lots o' reasons - let me illustrate:

1) First and foremost, power frameworks represent the ability to diversify your character rather than specialize them.  If you feel like being Capt. Min/Max - that is actually a minus.  Why you say?  OK - so let's say you wanna be flexible and therefore buy a 60 pt MP with 4 slots to represent different attack options - for arguments sake, lets say 12d6 Energy Blast (EB), an 8d6 Armor Piercing (AP) EB, an 8d6 Auto-fire (AF5) EB, and an 8d6 Explosive (X) EB.  Great, now you have an char that has options against a heavily armored foe, a slow foe (the AF5 is great for that), and against a fast one, or a crowd.  Now - rather than Capt. Flexible you play Capt. Min/Max.  Rather than spending 84 pts on the above MP, you spend 85 pts on a 17d6 EB.  I can tell you which one I would call out of balance - a 17d6 EB will flatten most starting PCs with one hit (that's 60 Stun, 17 Body, and 10" KB on average - OUCH).  So - flexibility is good thing, and makes your char more interesting and fun to play - it can also fuck up game balance by stealing other people's shticks - which is why sometimes a big bang is better.

2) VPPs - VPPs at first look very attractive, but as some of my players from the last game could tell you, they have their issues.  First of all - they are hideously expensive.  In order to purchase something like a 12d6 EB in a VPP, at base you will spend 60 pts (to make the active point cap) + 1/2 that again for control cost - means 90 pts.  To make things worse, that can't even be changed with limitations - so while I could make my normal 12d6 EB cheaper with a focus, or increased End or something - VPPs can't be reduced.  Now - add to that, that unlike Multipowers, which can be changed as a 0-phase, VPPs take at base, I believe a full phase to shift (it might be a half - I would have to verify) - so everytime you want to shift you have to sit out a good part of your turn - which gets really aggravating.  I had a VPP wielder in my last game that almost never went during combat.  You *can* buy this off - but then you are looking at paying 150 pts for your 60 pt power - which is just silly at the power level you guys are at.  In other words, VPPs are really cool, and can make for very nifty characters - but you are going to find that they are generally either too pricey or too slow to be useful in combat.

3) Elemental Controls - Actually, these are my favs for power frameworks, cause you barely notice them.  Lets say you want a char that can blast people, fly and put up a shield.  With a multipower, you would have to put enough pts in the reserve to operate all of these at once - so for 60 Active Points (AP), you would be talking about a 180pt reserve + 6/slot - for a total of 198 pts for all 3.  For the elemental control, you pay 30pts for the reserve, plus 30pts for each of the 3 slots - for 120 pts.  Much cheaper.  So MPs are not very good if you want to use all your powers at once - ECs are much better.

4) Multi Attacks - As it turns out if you have purchased several attack powers and they are *NOT* in a power framework, you can do something called a "Multi-Power Attack."  Basically, if you have a 12d6 Energy Blast, and a 5d6 Drain, and a 4d6 Flash, and even another 8d6 X EB - you can use all 4 on one person as a single 1/2 phase action - leaving them blind, drained, and shot twice.  *BUT* none of those powers can be in the same framework (including an EC) for it to work.  So - if you buy 3 attack powers outside of a multipower it is going to cost a shit-load more (if you use my 60 pt example, 180 pts vs. 78 pts) - but you can use all 3 on an enemy at once, rather than having to choose.

5) In addition to special powers (like Senses, Duplication, etc), I am unlikely to let many non-combat powers into Multipowers.  ECs and VPPs I am ok with (depending on the VPPs), but putting things like Invis or Desolidification in a Multipower is abusive.  In general, the kinds of things that should show up in a Multipower are: attack powers, movement powers, some defenses.  Anything else will warrant debate - which is not to say I won't let you.

6) Remember above all else - concept, concept, concept.  If you can't explain to me why a power framework makes sense, or why a given power should be part of it - then you can't have it. 

So - all in all - frameworks are a cheap way to make a more flexible character and save some points - but they have their issues, so go into them with open eyes.  In a lot of ways, being Cyclops and having one great big, nasty eye-beam makes a lot more sense then having a million different choices and options.
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Sellsword of The Wastes
Luther
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« Reply #1 on: September 16, 2005, 03:21:06 PM »

Rules claification - changing a VPP at base takes a full phase - which would even mean that you can't activate the power in the same phase.  Change as a half-phase action is a +1/2 Advantage, and change as a Zero Phase is a +1 Advantage - both on the control cost.
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Sellsword of The Wastes
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« Reply #2 on: September 16, 2005, 03:26:30 PM »

Warning - this is a strange combination of rules-lawyering and encouraging RP-ing - so if you are anti-rule read at your own risk.  If you are basically letting me make your character with your guidance (Rainee) - don't bother - nothing here that you need to know.

blah blah blah rules blah blah blah math blah blah

Tomorrow I'll tell you what skillz and disads and stuff and then you're free to go. Smiley  And by go, I mean 'have at' filling up the probation team with whatever it needs.

OBVIOUSLY we know what her theme song is.
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Novus ordo seclorum.
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